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#ActualHodgman

Posted 29 January 2013 - 08:09 AM

There's multiple parts to animation -

* choosing what animations are to be layered together at what time, is gameplay code.

* IK and rag-doll are probably physics code.

* Actually evaluating the animation layers to get a posed skeleton is rendering code (and is deterministic; you shouldn't need a dt here to advance a simulation).

* Using a skeleton to skin/render a mesh is rendering code.

 

You could put the first two in your fixed-step frame loop, and the bottom two in the rendering loop.


#1Hodgman

Posted 29 January 2013 - 08:09 AM

There's multiple parts to animation -

* choosing what animations are to be layered together at what time, is gameplay code.

* IK and rag-doll are probably physics code.

* Actually evaluating the animation layers to get a posed skeleton is rendering code (and is deterministic; you shouldn't need a dt here to advance a simulation).

* Using a skeleton to skin/render a mesh is rendering code.

 

You could put the first two in your fixed-set frame loop, and the bottom two in the rendering loop.


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