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PostPosted: 2016/10/17, 00:27 
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Hey @everyone!
Let me show you the new plugin I developed in the last several weeks: ProceduralAnimation. I tried to design that with usability in mind, and in order to achieve this, created a somewhat detailed introduction/tutorial/class reference on
GitHub
Some words about the tool, copied from the documentation:




Duality.ProceduralAnimation

Overview
The ProceduralAnimation plugin is a Core Plugin for the Duality2D open source game engine.
It helps to create complex behaviours, mainly on the field of gameObject movement, however other usages are possible too.
The procedural word in the name refers to the functional nature of this toolkit:
behaviours (movement) is controlled by mathematical functions.

This means, that unlike most animation tools, there are no keyframes or similar traditional animation methods here.
Despite it may feel intimidating at first, it enables quick iteration over animation sequences,
which are difficult to achieve using the keyframe technique.

'Real-world' examples include (these examples are not added to the repo yet):
  • Camera/Screenshake.
  • Movement in a tile-based game.
  • Weapon swinging / recoil
  • ...
In addition, the plugin has a modular architecture, thus extending it does not require any change to the existing code.

Please note, that the plugin is in beta state, which means bugs are most likely present, and breaking changes will occur.

Features
  • Animate [code single]GameObject[/code]s in the scene using functional patterns
  • Combine multiple animation methods into animation chains using simple fluent syntax API
  • Animation chains can run animations in series, or in a parallel manner, or both combined in one chain
  • Define the animation in C# code - no need to learn a different syntax/markup language
  • Core only plugin - seriously, who needs a graphical editor?





I'm really curious what do you think about this stuff... would you consider it useful, or, if not, what should be added? Also, is the logic behind the system understandable, and does the documentation suffice? Please if you test the tool, share your experiences here, or on the discord channel. Thanks <3



GIFs
Image
Image
Image




Updates

2016.10.18. -> 0.1.4
All sample resources and scenes are now included in the Procedural Animation Samples package.

2016.10.18. -> 0.1.5
Created documentation for the Utils class containing math functions.

2016.10.20. -> 0.1.6
Added an example of screen shake and tiled movement to the samples package.


Last edited by loeller on 2016/10/20, 23:46, edited 3 times in total.

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PostPosted: 2016/10/17, 17:19 
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Just dropping by to say that this looks really good. Seems like it would allow rapid prototyping without going through an asset pipeline for animating, exporting, importing etc. Plus it'd allow runtime-customizable animations, which I can see having its uses.


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PostPosted: 2016/10/17, 20:36 
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First of all, nice Namespace usage.
Second, this is a nice tool to make sentinel units in RTS's, walking NPC's, or even a racing line for a car game.

From the quick peek I took on GitHub, the docsdo seems enough to get some up and running without too much headache, so good work on that front!

For the moment, I don't have a need for this, but I know for a fact that such a thing is really handy!

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PostPosted: 2016/10/18, 17:15 
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Thanks you guys for the feedback!
eyeliner wrote:
First of all, nice Namespace usage.

That's actually isn't invented by me, but is the 'official' Duality namespacing scheme by Adam.

Other news, I updated the plugin to version 0.1.4, which only modifies the Samples package:

All sample resources and scenes are now included in the Procedural Animation Samples package.


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PostPosted: 2016/10/18, 17:41 
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Also, updated it to 0.1.5
This means: the math functions in static class Utils has been documented.


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PostPosted: 2016/10/18, 23:09 
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loeller wrote:
Thanks you guys for the feedback!
eyeliner wrote:
First of all, nice Namespace usage.

That's actually isn't invented by me, but is the 'official' Duality namespacing scheme by Adam.

I know. I'm doing that myself in my AABB implementation. The namespace is Duality.Plugins.AABB.

I think it is a good idea to use that scheme.

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PostPosted: 2016/10/20, 23:51 
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Update 0.1.6:
New 'real world' examples added to the Samples package: screen shake and tiled movement



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