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Level design is not easier. You may not need a less deep and thorough understanding of each involved topic, but there is much more topics to reckon with. Roughly you must have notions in : sculpting, animating, drawing, programming, geometry, esthetics(part of philosophy), applied psychology, artificial intelligence (don't forget the NPCs), architecture ...


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This is going to depend on what you want to work with. Blender has an export feature which will allow you to export the models into several formats. If you want to write a customer parser, there are a few for various formats. You mentioned WebGL, which makes me think you're going to be working with JavaScript. With this in mind, Three.JS has some built in ...


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The only way to do this is to make an empty gameobject and then put the object you wish to animate inside it, then putting an animator on the new parent. For example, here you would put the tree and leaves in a parent object, and transform the parent object as needed while the animation plays relative to the parent.


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Particle effects which are procedurally calculated by the game engine have the advantage that they can interact with the world: Particles which collide with objects can either bounce off or disappear. A precalculated animation would just pass through any obstacles Particles emitted by a moving object can stay where they are while the object moves on. This ...


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I believe it is pretty common to use a bone just to represent the weapon, and pull the rotation from that. Alternative you would keep an extra vertex so you can determine the direction. Depending on what they are holding you might be able to use a fixed rotation from the hand's bone rotation.


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Your Drawing constructor checks flag and starts or stops the timer. However, the only code (that you've shown) that could ever set flag is in the keyPressed callback. keyPressed is called when a key is pressed, and will modify flag appropriately, but no code will ever check flag again. The Drawing constructor already ran to completion, so unless there is ...


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To keep rendering perfectly separate from the game logic, animations - at least the ones that have no game logic impact - are solely done from the "rendering" side. A common pattern is to record the transition using three bits of data: Start value End value Time (between 0 and 1) The advantage of this approach is that it can be easily fed into an easing ...


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I can suggest the artist’s approach and the engine programmer’s approach. What an animator would do is rework the animation sequences in an application such as MotionBuilder, Maya, or even the free Blender. The animating features of these tools are quite tricky to use at first, but there are plenty of tutorial videos on the web to get started. Another ...


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I love the other answers given. Very technical! If you want, I have a very simple method to accomplish this. We'll assume angles for these examples. The concept can be extrapolated to other value types, such as colors. double MAX_ANGLE = 360.0; double startAngle = 300.0; double endAngle = 15.0; double distanceForward = 0.0; // Clockwise double ...


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You might need to mark the buffer as "dirty". Looks like you can do this via setDirty(). These threads touch on "dirty" a bit: stamp() doesn't work with blend? FlxSprite.pixels vs. FlxSprite.framePixels (2.55) odd behavior?. My understanding is that Flixel has some optimizations that pre-compute values for drawing and it will only recompute them when ...



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