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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Animation clips

Now that we have a mesh with a skeleton, we can start talking about how skeletons become animated. Ogre's animation system is based on animation clips and forward kinematics. What this all boils down to is the use of a hierarchical setup where each child bone is a position and orientation offset to its parent bone.

Each animation clip stores a number of key frames that pose the entire skeleton at a specific point in time. In between these key frames, Ogre will interpolate each bone position in order to create an animated skeleton.

Playing an animation on our soldier

Playing an animation on our soldier requires three important parts. First, we need to acquire the animation based on its name; then, we need to enable the animation; and then, we need to update the animation during our normal sandbox update loop.

Note

It is the sandbox's responsibility to step the animation based on the delta time the sandbox updates with.

Obtaining an animation is performed by the Animation...

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