Promit's Ventspace

SlimDX, Game Development, Life

Revolution, Part 2: BioReplicant Animation

I promised this a long time ago, and here it is. I prefer to let the video speak for itself. This is a demo from January, so it’s actually a much older iteration of what we’ve got now.

P.S. Of course I delete negative comments. It’s my damn blog!

September 24, 2009 - Posted by Promit | Games | | 8 Comments

8 Comments »

  1. Just to be clear are you using no keyframes for the walk cycle or do you just mean the collision reactions?

    Comment by Liam | September 25, 2009 | Reply

    • No keyframes for the walk cycles. No keyframes for the reactions. No keyframes at all. Cool, huh?

      Comment by Promit | September 25, 2009 | Reply

  2. Well then it is very cool, also It moves like I do on the dance floor :)

    Comment by Liam | September 25, 2009 | Reply

  3. it would have been nice if you didn’t put your mouse cursor directly in the middle of the frame.

    Comment by Sean T. McBeth | September 26, 2009 | Reply

    • Yeah probably, but hey, it’s a prototype. Also, recompiling it was…problematic at the time.

      Comment by Promit | September 26, 2009 | Reply

  4. nice! what physics engine did you use? greetings

    Comment by pragmascript | September 26, 2009 | Reply

    • It’s all custom code.

      Comment by Promit | September 26, 2009 | Reply

  5. Going from the ‘cross link’ torso, I was wondering how much your technique overlaps my tinkering and consequently the Hitman Advanced Character Physics paper:

    http://blogs.xnainfo.com/post/Pet-Project—StickFight.aspx

    Are you improving upon this general technique or have you taken a different path altogether?

    Comment by Rim | November 2, 2009 | Reply


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