Game Development Reference
In-Depth Information
Indirect animation control
Now that we've implemented direct ASM control from the agent's point of view, we're go-
ing to create a system that manages the ASM while taking commands from the agent. One
layer of abstraction above the ASM helps separate decision-making logic that resides in the
agent and low-level animation handling.
Take falling, for example—does it make sense for the agent to constantly care about know-
ing that the agent is falling, or would it make things simpler if another system forces the
agent to play a falling animation until the agent can interact with the environment again?
The system we'll be creating is called an animation controller. As animation controllers are
very specific to the type of agent we create, you'll tend to create a new animation controller
for each and every agent type.
Search WWH ::




Custom Search