Thew

yes im still making the videogame

Gamedev, originally a hat-juggling indie dork but now increasingly specialized in graphics programming. Day job working on surgical simulators, night job crafting artisinal Posts

avatar is by @softmode


Cool game I've been ostensibly making for like ten years:
aerobat.thew.nu/
Artwork and graphics programming
twarchive.thew.nu/art/
Videogame longplay/analysis threads
twarchive.thew.nu/
twitter (dormant)
twitter.com/AmazingThew
mastodon (unused, might become used one day)
mastodon.gamedev.place/@amazingthew

due to a recent Computer Upgrade I am now able to run AAA-ass-fancy-graphics games at 120 fps, for the first time

the riven remake is the first game where I have attempted this

all of the NPC animations appear to be running at 60 fps, despite the game itself rendering much faster. Is this... normal? Modern animation tech is a big hole in my dev knowledge; every project I've worked on has had other people handling it

do we just bake mocap animations into flipbooks of poses with a fixed framerate? I always assumed the engine would be interpolating keyframes on the fly, so framerate would be irrelevant, but I guess I've never actually tested that assumption

...or are they USUALLY interpolated and Riven 2024 is just uniquely jank (tbh there's some other tech issues with animations so I wouldn't be surprised if the 60hz judder was unintentional)

EDIT: Hang on you'd HAVE to interpolate keyframes at runtime, because basically every game uses a variable time-scale for slowmo effects. I'm leaning towards "riven 2024 specifically has some weird issues with animations"


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