In the past, the way Doomsday has approached 3D model animation has been exceedingly simple. Since MD2 models are vertex-animated, with a full set of vertices per each frame, Doomsday has simply associated a model frame with each object state. When rendering, the model frame would be selected by looking up which one has been linked with the current state of the object. In other words, each 3D model frame was being treated like a 3D version of the original 2D sprite. Continue reading Thoughts on animation
Tag: mobj
Internal data for thinkers
My work has progressed to a point where it is becoming increasingly cumbersome that map objects remain POD C structs. While map data (sectors, lines, etc.) has long been refactored to be C++/PIMPL friendly for maximum flexibility, all variants of thinkers (including mobjs) remain inflexible and fully shared between the engine and the plugins. Continue reading Internal data for thinkers