kbot skating

kbot skating

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
RedDragonGecko
Posts: 31
Joined: 08 Jan 2006, 17:15

kbot skating

Post by RedDragonGecko »

Would it be possible to change the speed of the walking animation of kbots depending on the terrian?
As it is now if the terrians movement speed isn't at default the walking animation doesn't match the movement speed and looks real bad.
Just a thought.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The only *good* way to do this at the moment is through scripts using Get calls to determine unit speed, and then a dynamic clock that would shorten the number of ticks used per sub-animation or changes to the speed. IOW, it's a royal pain, and would involve calls to that step (and changes to a bunch of variables, or worse yet, sub-animations that would be, essentially "slow, medium and fast" speeds.

Personally, I'd be for looking at the way that the animation interpolator added to smooth out animations works, and see if there wouldn't be a way to add dynamic smoothing of instructions on that end... giving us a universal and backwards-compatible solution.

But... all of the above represents a pretty big chunk of CPU... for a relatively minor graphical blemish. Methinks that while this is annoying, it's really not vital.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think it'd be a better investment codewise to make a code based script that encompassed unit-AI, moving the model, and actually moving the unit on the terrain itself, rather than the above, as it would open far more possibilities.
Post Reply

Return to “Engine”