Game Development

Blog 734: Fun With Animation Controllers

Oh, that thing where you just get out of the way of writing regularly, and then it gets harder to go back to it the longer the hiatus lasts.

I might have decided to replay Dragon Age: Origins and its expansion pack and then moved on to Divinity: Original Sin: Enhanced Edition, which amounted to… well, rather a lot of time not spent working on my own game, I’ll tell you that. I didn’t have much of note to say about either, so I just didn’t say anything.

Now, though, after that holiday, it’s finally time to tackle a problem that’s been lurking at the heart of my engine for a long time now: its use of animations.

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Game Development

Blog 601: Mecanim

Ah, I often moan about things in Unity being too difficult or weird for my brain and then struggle free in barely an evening. I stand by previous comments about how delightfully quick Unity is to get to grips with, even after lengthy off-periods playing through ill-advised prequels.

Today, then, let’s talk about animation systems.

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