Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

deathtrap

Basic principle of time-based animation?

This topic is 5364 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
newPos += (velocity * deltaTime);

That''s what i do...
Everything are vectors. velocity is in points/s. deltaTime are seconds elapsed since the last frame.

Share this post


Link to post
Share on other sites
That is one way of doing it. You can also do the keyframing method, where you have a set start position and a set ending position, and the time you want to take between them. Then, each frame, you decide where the object should be depending on how much time has passed.


daveandrews.org, soon to be home to a GAPI Sprite Engine.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!