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An Indie Approach To Procedural Animation

Started by May 18, 2014 07:28 PM
8 comments, last by TheChubu 10 years, 3 months ago

David Rosen, founder of Wolfire Games, gives a speech on how he implemented procedural animation in his most recent project "Overgrowth":

http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach

The concept is so simple, yet produces amazing results.

"I would try to find halo source code by bungie best fps engine ever created, u see why call of duty loses speed due to its detail." -- GettingNifty

I haven't watched it yet, but from having read some of their blog in the past... they do some cool stuff. I just really hope the code is not like the Lugaru source code that made it into Coding Horrors here. ;)

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The concept is so simple, yet produces amazing results
I dunno how his code looks now after Lugaru but the dude sure knows his stuff (and churns out new features like there is no tomorrow too).

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

Amazing results indeed, had no idea you could turn 2 keyframes into an acceptable run animation.

That was a fun and informational thing to watch, thanks for posting it. I didn't realize he was part of the humble bundle stuff.

Yeah, I've bookmarked this to study. Although, I suspect some of that hand waving he's doing, is only possible when you're a genius.

I think, therefore I am. I think? - "George Carlin"
My Website: Indie Game Programming

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Okay, watched it now. Very cool. I love all that procedural stuff because of the incredible flexibility. I think the amazing part is the insights to make most of the problems easy, plus the determination to keep going on the actually hard parts.

Bookmarking this also. Definitely something that is worth watching and learning. This will have tremendous effects in future games, where modeling animation poses are getting simpler to do, and then applying all sorts of kinematic algorithms to make the poses more animated.

Also looking forward to Overgrowth when it is released.

Excellent concept! Being avidly interested in skinned mesh animation, and being not-so-much a Blender animation curve editor fan, I love the idea of creating just two keyframes per action, and adding curve interpolators to an animation controller. Should be a lot easier than tweaking animations in Blender. Though the implementation was given as a hand-wave (as mentioned above), it certainly seems the work will be worthwhile!

"Thumbs up" to TheComet for the link.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

In case someone didn't made the connection, is the same guy that created the game linked here http://www.gamedev.net/topic/649121-unmaintainable-code/ :D


Although, I suspect some of that hand waving he's doing, is only possible when you're a genius.

In a few places hes like "Oh, see that thing those big budget studios pay hundreds of thousand dollars to get? Well, its really easy! I did a similar thing here, alone, in a weekend, let me show you..."

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

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