GameEngineArchitecture
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AnimationBlending
Animation Written with StackEdit. Code Structure for Animation struct JointPose { Quaternion m_rot; //q Vector3 m_trans; //t F32 m_scale; //s } struct AnimationSample{ JointPose* m_aJointPose; ...原创 2018-12-13 16:12:09 · 473 阅读 · 0 评论 -
Animation Part 3: Compression, Animation Pipeline
Animation Part 3 11.8 Compression Techniques 4 bytes * 10 channels * 30 samples/second = 1200 bytes per second per joint , quite large! channel omisson scale channel: 3 to 1, even 0 quaternions are...原创 2018-12-19 15:59:18 · 270 阅读 · 0 评论 -
Animation Post-Processing
Animation Post-processing post-processing: extras procedure to modify the pose prior to rendering the character Procedural Animations Procedural Animations: animation generated at runtime rather th...原创 2018-12-14 16:28:25 · 389 阅读 · 0 评论 -
Animation Part 4 Action State Machine
11.11 Action State Machine ASM servers as a middle layer between the game character control and low level pipeline state-layering: multiple layers of ASM to control different aspects of character mov...原创 2018-12-27 23:52:33 · 151 阅读 · 0 评论 -
Collision And Rigid Body Dynamics Part 1
Collision and Rigid Body Dynamics collision detect systems physics engine physics: rigid body dynamics simulation rigid body: an idealized, infinitely hard, non-deformable solid object dynamics: the...原创 2019-01-02 17:50:26 · 139 阅读 · 0 评论