what kind of tools are needed for making these animations
They are motion-captured and/or they're animated by hand in your 3D editor, e.g. BlenderBut much more likely is you won't be making animations, you'll be buying them (or getting them for free). There are many places you can buy these animations already, already rigged to a skeleton. Some examples (I don't endorse them specifically): https://characters3d.com/ https://www.unrealengine.com/en-US/blog/game-animation-sampl... skeletal animation. how are you supposed to think about this
Think about giving direction to an actor. You give high-level instructions to the animation system, and it picks the animation based on rules about what animation to use in what situation, that you already set up. It manages the transition to the next animation, all of which are animations of the skeleton, that the character model adapts to (including physics-based parts of the character like hair and cloth)Generally speaking, you define animation cycles (e.g. walk cycle, run cycle), and then transition between two different animations that are in phase with each other, but it can be a lot more complicated in order to look more natural. Unity has the Animation Controller. Unreal has "Motion Matching". Godot has Animation Trees. do we need intermediate animations
If you want to, yes, but also you can have the game engine interpolateYou haven't even mentioned things like having the character's feet stand realisticly on non-level ground. For that you would use inverse kinematics, but not too much of it because it has a tendancy to go wonky are there LLM tools
Yes but you'd be better off with animations someone has already created, they tend to look better. Many companies now offering AI-based 3D character generators too. formats like obj, fbx, m3d, glb etc. the same data stored in these files in a slightly different way
They all have different purposes. You want glTF/glB (same format but in text vs binary) for most purposesTry out this FPS game project for the Godot Engine: https://github.com/godotengine/tps-demo |
- so let us say for purposes of learning, i wanted to make an fps or a third person shooter (3D) without using unreal, unity, godot or any popular engine out there
- what does the process look like roughly?
- i managed to get c++ running (programmer here with a decade of non gamedev experience) and also added raylib and looked into jolt physics
- got a 3d grid constructed, window created, character model added
- what would be my next bunch of steps?
- should i add animations for each of the player states like walk, run etc?
- should i program interactions like shoot, throw a grenade etc?
- or should I start working on enemy AI like pathfinding A* algorithm with state machine?
- trying to code cooperative mode here so i looked into c++ udp libraries like enet. I am assuming latency and game reconcillation algorithms would be step 1 if you want to build coop from ground up? basically create a server.cpp and a client.cpp and make the game loop work without crashing in cooperative mode on day 0. then worry about adding any interaction at all
- truly trying to comprehend at a high level what day 0 to day 1000 of a game looks like