Jump to content
  • Advertisement
  • entries
  • comments
  • views

Considering the Chomp

Sign in to follow this  


I've been thinking for some time how I should handle the model animation in Pac-Hedron. Currently, each model is saved in a simple text file, which lists vertices and triangles. To add animation data of any sort would require a heavy rewrite or expansion of the file format, as well as the necessary adjustment to loading and rendering code. I have not been looking forward to this.

I have decided, instead, to implement a simple procedural time-based animation in the shader. The player model really only has three animations: a static animation when stationary, an eat animation when moving, and a die animation when dying. I should be able to do this in the shader if I pass in a flag and a delta-time variable. Similarly, I want the ghosts to have some animation--in the original, the bottom of the ghosts animated sine-wave--fashion, and the eyes pointed in the direction of travel. This should also be doable in the shader.

So, yay! I can forgo adding more complex animation methods until my next project.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!