Game Development Interactive Animation Yingcai Xiao Video Game
- Slides: 18
Game Development Interactive Animation Yingcai Xiao
Video Game Interactive Animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)
Video Game User Controller Display Game (Software)
Video Game Display Device Driver (GDI) Input Device Driver Game (Software)
Game Programming Components The Gang of Four (G 4) for Interactive Animation 1. 2. 3. 4. Controller (Input) Game Objects (Geometry and Attributes) Dynamics (Key Frame Animation) Event-driven Programming (EDP: connects inputs to animation scripts)
Game controllers: input devices The evolution of input devices: CLI (Commend Line Input) GUI (Graphical User Interface) NUI (Natural Interface)
Animation: any change that has a visual effect. Motion Dynamics: movements (geometry change) Update Dynamics: attribute change (color, texture, …) Others: camera position, lighting, rendering techniques, …
Key-frame Animation • • Defining key-frames Inbetweening with interpolations: Lerping (linear interpolation) parabola interpolation
Key-frame Animation
Neighborhood skeletons: define interpolated shapes
Graphical languages P-curves (parametric representation of motion)
Animation Control • Explicit: animator provides a description of everything that occurs in the animation. • Tracking live action. • Procedural: movement computed by a procedure. • Actors (Object-oriented high-level procedural control) • Kinematics: positions and velocities of points. • Dynamics: physical laws that govern kinematics. • Physically based: cloth draping, plastics bending, … • Constraint-based: constraint movements.
Double Buffering Why? To reduce flickering How? Draw to the invisible back buffer Copy to the visible front buffer. (Btblt)==>very fast with HW assistance
Double Buffering – Pseudo Code void Draw() { use. Canvas(bbfr); Draw. Objects(); use. Canvas(SCREEN_CANVAS); copy. Pixel(bbfr, viewing-rectagle); }
Separation of Development Tasks The Gang of Four (G 4) for Interactive Animation 1. 2. 3. 4. Controller (Input) Game Objects (Geometry and Attributes) Dynamics (Key Frame Animation) Event-driven Programming (EDP: connects inputs to animation scripts)
Two Aspects of Game Development Look + Feel Look: Appearance • Game Objects (Geometry and Attributes) • can be created by artists • though a visual interface like Blender and Maya • or download prebuilt ones online (e. g. http: //www. turbosquid. com/)
Two Aspects of Game Development Feel: Controlled Animation • • • animation scripts connected to input events via EDP implemented by programmers though a programming language or a visual interface like Unity 3 D
Graphics HW and SW Layers Application Game Graphics SW Application Initialization Utility Game IDE OS GUI API Event Loop Game Engine OS EQ Interface Graphics Library Graphics Engine Event Queue GDI Application Library OS OS GPU Graphics Card Graphics HW
- Xiao video game
- Xiao game
- Transport cell
- Traditional animation vs computer animation
- Game development cycle
- Interactive storytelling video games
- Image is a continuous media.
- Animation audio video
- Video outline
- Angela xiao
- Dr huafeng shen
- 13. how does he look like?
- Xiao outline
- Xiao qin auburn
- Xiao team comp
- Scarlett xiao
- Write a letter to xiao
- Xiao
- Xiao qin auburn