Frame animation
Software concept
Animations occur by playing out pre-rendered/defined frames.
3
games
2platforms
WIN 1997-08-31
Mostly of interest in games where this is noticeable, which usually means there's less than ~23 frames per second in the animations. Some may be noticeable only when the game is run at sufficiently high resolution and/or at high performing system where the differences between the frames are easily seen, especially when there's no interpolation to fill in the gaps in the animation.
Inverse kinematics and similar techniques succeeded this, though pre-rendered animations are still popular, the frame count however is usually high enough to make it indistinguishable.
2D games should not apply as for them it is extremely rare to use methods other than frames (Aquaria, Cortex Command, and And Yet It Moves come to mind, though these are apparently becoming more common if indie game development is any indication).
Inverse kinematics and similar techniques succeeded this, though pre-rendered animations are still popular, the frame count however is usually high enough to make it indistinguishable.
2D games should not apply as for them it is extremely rare to use methods other than frames (Aquaria, Cortex Command, and And Yet It Moves come to mind, though these are apparently becoming more common if indie game development is any indication).
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The first Frame animation video game was released on August 31, 1997.