Tag Archive


Weekly meeting

An old friends is back, mr “Weekly meeting”. It’s been a while but yesterday he was back. We only discussed the feedback we got from all the people playing PoH at GGA and what we should do about it. It was things from easier way to hit enemies, animation corrections, character tweaking to leveling suggestions. Some of the things will take about 1h to change/try while other things might take up to a week to change (for one person) so after we have put everything down on paper we’ll estimate how long it will take to do and what priority it has.

We also discussed how much people can work this summer and what time they will be away on vacations.

KiloWatt for 3D animation

During the last week I’ve done extensive testing on how to implement 3D animation. There are two ways to go about this: Write everything from scratch, which is hard to do because of the limited time we have for this project, or use an existing library. I have found three libraries that work on both PC and Xbox.

KiloWatt is by far the best library. Fast and versitile, but with the drawback of beeing complicated to use and it having no documentation what so ever. Is took me about a day to write a wrapper for KiloWatt. The wrapper makes it really easy to load and play animations.

screenshot

Many people using KiloWatt have had problems with playback of short animations. If the animation contains to few frames, the last frame is padded to get the correct length. This makes the animation ”freeze” once every loop cycle.

The problem is actually caused by the XNA .X importer and not KiloWatt. There are two ways to fix this. One is to filter out and remove duplicate frames in the content proccessor and the second ,easy but uggly way, is to change the NumFrames field in the KiloWatt animation class when loading the models. The padded frames will still be there, but they will not be played.