Jump to content
  • Advertisement
Sign in to follow this  
_Sigma

Sprite animation timming

This topic is 4828 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

So what is the best way to handle 2d sprite animation timming? Check how many frames have played? Or is it best to use GetTickCount() or w/e that function is called? Cheers

Share this post


Link to post
Share on other sites
Advertisement
It’s best not to call that function for each sprite. Call it once per frame, save the value and pass it to your sprite objects.

Share this post


Link to post
Share on other sites
You're going to really want a frame rate independent animation (barring rather unusual circumstances) so definitely go with the timer based solution. Assign an animation a certain time duration inbetween frames, then check every frame in some sort of an update() function whether enough time has passed to advance to the next frame.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • 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!