Math Blog
This week I had used boolean algebra to (attempt to) create a complex and in-depth animation system for the main weapons the player will use. This involves creating a boolean expression for each and every possible transition between each animation (as shown in the image below).

Using vector quantities was also essential to creating this system, as I had to determine whether to play different animations depending on the velocity of the player, along with blending multiple animations together depending on the players velocity (such as swinging the players weapon while running/walking/standing still, etc.)
Work Blog
This animation system is going to be the death of me. I started to work on it this week and have worked on little else during most of the week, and it still doesn’t work. Even after simplifying it and refactoring the code multiple times. I’m sure that I’m close though and if I keep working on it next week I can get past the silly bugs that keep haunting me. (that might also just be the sunk cost fallacy in me having some fun too but I hope not)
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