class: Game Engine II
Game Engine II from Thomas Kearns on Vimeo.
In the second semester of Game Engine class we developed FBX based import/export capabilities for our personally developed game engine. This provided the framework for understanding bone based animation and skin deformation. In this video you can see the original source model with bones and image mapped skin deformation created in 3d Studio Max and then the subsequent importing of FBX output and operation from within the Irrlicht Game Engine (which I used in lieu of my own engine as I intend to use the engine for my thesis work.) Im sure this videos will not be terribly exciting for you, but seeing the proof of funcationality was incredibly thrilling for me. Unfortunately we didn't have time in the semester to add SLERPing to our quaternion library and engine functionality, though subsequently I have worked on a project which utilizes these processes and I look forward to diving back into my own engine later on. Enjoy ... well, maybe not so much ;-)
Tuesday, September 21, 2010 at 5:36PM
DePaul,
game engine,
programming,
video game in
games
