Hi guys,
I have come to the point where I need to get animations going, I have decided to start with 2D animations to keep it simple as I have never done any form of animation system coding before.
I am having trouble visualizing my system and I would love to get some feedback to help me get things going.
I have tried to visualize where everything should exist, for instance, the data used by animations will likely be
- A sprite sheet
- A custom data format for creating animation data ie
I figured this would be all the info I really will need for animations aside from maybe event calling at certain frames. The thing that is puzzling me is, how should I have this information stored, should I
- have an animation manager class which has a list based on actor ID which handles all the animations for that actor, and a component which controls it by calling into the manager (Similar to the Physics System/Component in GCC)
- have all my actor animation states inside of a component and scrap the manager altogether
I have also wondered, what should be shared and what should be instanced? I know the texture data should definitely be shared, but should I have my animation file (XML) also shared and just have my components hold onto
a resource identifier, which it will load and grab information from each time an animation is playing? Any help is greatly appreciated, thanks.
I have come to the point where I need to get animations going, I have decided to start with 2D animations to keep it simple as I have never done any form of animation system coding before.
I am having trouble visualizing my system and I would love to get some feedback to help me get things going.
I have tried to visualize where everything should exist, for instance, the data used by animations will likely be
- A sprite sheet
- A custom data format for creating animation data ie
I figured this would be all the info I really will need for animations aside from maybe event calling at certain frames. The thing that is puzzling me is, how should I have this information stored, should I
- have an animation manager class which has a list based on actor ID which handles all the animations for that actor, and a component which controls it by calling into the manager (Similar to the Physics System/Component in GCC)
- have all my actor animation states inside of a component and scrap the manager altogether
I have also wondered, what should be shared and what should be instanced? I know the texture data should definitely be shared, but should I have my animation file (XML) also shared and just have my components hold onto
a resource identifier, which it will load and grab information from each time an animation is playing? Any help is greatly appreciated, thanks.
PC - Custom Built
CPU: 3rd Gen. Intel i7 3770 3.4Ghz
GPU: ATI Radeon HD 7959 3GB
RAM: 16GB
Laptop - Alienware M17x
CPU: 3rd Gen. Intel i7 - Ivy Bridge
GPU: NVIDIA GeForce GTX 660M - 2GB GDDR5
RAM: 8GB Dual Channel DDR3 @ 1600mhz
CPU: 3rd Gen. Intel i7 3770 3.4Ghz
GPU: ATI Radeon HD 7959 3GB
RAM: 16GB
Laptop - Alienware M17x
CPU: 3rd Gen. Intel i7 - Ivy Bridge
GPU: NVIDIA GeForce GTX 660M - 2GB GDDR5
RAM: 8GB Dual Channel DDR3 @ 1600mhz