Author Topic: Animations in Axe  (Read 4590 times)

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Offline Raylin

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Animations in Axe
« on: June 10, 2011, 07:10:41 pm »
Someone gimme me a quick explanation of how to do animations in Axe?
Is there a lot of math involved or do you hard code the animation?

Teach me the ways.
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Offline Darl181

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Re: Animations in Axe
« Reply #1 on: June 10, 2011, 07:12:43 pm »
What I've done was separate sprites, but I'm pretty sure there's better ways to do it :P
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Offline Raylin

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Re: Animations in Axe
« Reply #2 on: June 10, 2011, 07:13:28 pm »
I'm talking particle effects and the like.
Like the REALLY complex stuff.
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Offline shmibs

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Re: Animations in Axe
« Reply #3 on: June 10, 2011, 07:40:05 pm »
all the particle-based stuff that people have been tossing around was based on cellular automata, which is the same sort of idea behind conway's game of life. basically you just have to determine the rules that you think will give the effect you want(if you wanted fire, for example, you could run through all the pixels that are on, make that 'particle' move up one and, via randomiser, make it move left, right, straight up, or go out).
when you said animations, though, i was thinking something completely different initially. i'd rather like to see a method that uses vector graphics and scripting for dynamic animations XD

Offline leafy

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Re: Animations in Axe
« Reply #4 on: June 10, 2011, 08:01:33 pm »
http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=6170

That's my old blood source code, feel free to check it out and use it ^^
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Offline AngelFish

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Re: Animations in Axe
« Reply #5 on: June 10, 2011, 08:06:53 pm »
all the particle-based stuff that people have been tossing around was based on cellular automata, which is the same sort of idea behind conway's game of life. basically you just have to determine the rules that you think will give the effect you want(if you wanted fire, for example, you could run through all the pixels that are on, make that 'particle' move up one and, via randomiser, make it move left, right, straight up, or go out).
when you said animations, though, i was thinking something completely different initially. i'd rather like to see a method that uses vector graphics and scripting for dynamic animations XD

Actually, cellular automata can get a lot more complex than that. I had a really nice program that I could show demonstrating that but some stupid loops managed to RAM clear my calc 8 times last night...  <_<

At least I finally noticed the "backup" feature of Axe  :P
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ