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Arcane Ingenuity. On Twitter.

Disjunction - a featherweight, realtime MVC framework for C & JS.

For now, arcaneingenuity at gmail.

  • App architecture
  • Algorithm design
  • Procedural world generation
  • Dynamic narrative
  • Rendering & Computational geometry
  • Tech: OpenGL, WebGL, C, JS, HTML5, Unity, C#, C++, Java, Flash, Box2D, PhysX, sockets, node.js.

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awarded  Popular Question
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comment Best Practices for combining animation and logic
TLDR; in native-coded engines, it's best to use the approach given above to keep things clean, decoupled and well-ordered. In Unity or Flash where rendering and game logic are inherently mixed, best stick with the approach that is most commonly used, by chaining render logic back to game logic using an event.
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comment Best Practices for combining animation and logic
@user1090755 It's not possible to answer this question generally because it's approached differently based on loop vs. event based models in different programming platforms / architectures. I would ordinarily recommend a best-practice approach as above, but Unity does not typically follow that and instead commingles game and render logic (unfortunately). So with Unity, I would strongly suggest you simply let the animation completion fire an event to notify game logic; this may result in an immediate sequence of function calls, or it may simply set a flag to be acted upon in the next update.
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comment Best Practices for combining animation and logic
@user1090755 If I understand your final question correctly, then yes. Adding an example to the answer now. P.S. One has to be very careful not to adversely affect ordering when using events. What are you writing your code in?
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answered Best Practices for combining animation and logic