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| time based modeling / animations? |
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![]() En3my Member since: 10/1/2000 From: Sweden |
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| I am currently updating my Kill 'Em All game, and since I don't see any reason locking the frame-rate I changed to time based modeling instead. Handling movement was pretty much straight forward, but I can't find a good way to handle time based animations. I am trying to find something out right at this time, but I thought it would be a good idea to post here too and see what you guys can come up with. I used to deal with animations using a counter that increased every frame, and when that counter reached a set value I switched to the next animation frame. Now I can't use that anymore (since I don't lock the frame-rate), but I would like the animations to run with the same speed on all systems, just like I handle movement. Anyone have a good idea on how to implement this using GetTickCount or similar? Now I'd better get back trying to come up with something on paper, before returning to Visual Studio again... Thanks! |
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![]() JTAnderson Member since: 2/20/2001 From: Redmond, WA, United States |
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| Yes there is no reason to lock to the frame-rate. This will severly limit you and the future of your engine if you ask me. Take a look at cal3d. Bruno Heidelberger is doing a lot of things right. Blending, time delta (non frame-rate locked) stuff.... http://cal3d.sourceforge.net/ Code is clean and easy to understand. -JT |
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![]() jakovo Member since: 10/23/2000 From: Guadalajara, Mexico |
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| maybe you could use a time-based counter... and use it just the way you used to use the frame-based one... jakovo |
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