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Procedural animations: presentation of concepts

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Procedural animations: presentation of concepts

Postby Julius » Mon Jul 28, 2014 8:58 pm

Awesome presentation on procedural animations development (and responsive game animation in general):

http://www.gdcvault.com/play/1020583/An ... e-Approach

Would love to see an open-source implementation of that in the good old quake engine ;)
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Re: Procedural animations: presentation of concepts

Postby toneddu2000 » Mon Jul 28, 2014 9:57 pm

Forget about it. I would be happy enough to understand how works skel_build() in Darkplaces! :D We can of course hope that some day will arrive a brave new programmer who introduces next gen features like skeletal interaction with physics and skeletal attaching features (camera, weapons, etc.)

EDIT: something like and
- my first commercial game, made with FTEQW game engine
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Re: Procedural animations: presentation of concepts

Postby leileilol » Thu Jul 31, 2014 2:28 pm

EDIT: something like
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Re: Procedural animations: presentation of concepts

Postby mankrip » Fri Aug 01, 2014 1:54 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Procedural animations: presentation of concepts

Postby hogsy » Sun Aug 03, 2014 11:26 am

Oddly enough we were planning on looking into doing something like this after OpenKatana was finished, only to a more extreme level that would be more comparable to what was done in JP:Trespasser.
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Re: Procedural animations: presentation of concepts

Postby toneddu2000 » Sun Aug 03, 2014 1:42 pm

- my first commercial game, made with FTEQW game engine
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Re: Procedural animations: presentation of concepts

Postby leileilol » Mon Aug 04, 2014 6:39 pm

My point is, 'revolutionary new tech' is not a solution for game design issues and shoehorning new things doesn't fix games.
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Re: Procedural animations: presentation of concepts

Postby toneddu2000 » Tue Aug 05, 2014 8:42 am

completely agree leilei, the problem is: "if you want to create a game in 2014 that wants to have a(any kind of)audience, you MUST obey to some graphics/physics nowadays standards....Or you can do MineCraft (which, after 1 year, had mods that emulated those graphics/physics nowadays standards...)"
After that you can start thinking at your supercoolmagicfaboulous game(the gameplay I mean), but prerequisites remain.
- my first commercial game, made with FTEQW game engine
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Re: Procedural animations: presentation of concepts

Postby Julius » Wed Aug 06, 2014 10:38 am

Yes, this isn't really revolutional technology but rather clever use of exisiting one to lower the workload to create nice looking animations.
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Re: Procedural animations: presentation of concepts

Postby mankrip » Fri Aug 08, 2014 5:48 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Procedural animations: presentation of concepts

Postby toneddu2000 » Fri Aug 08, 2014 10:28 am

- my first commercial game, made with FTEQW game engine
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