Posted 17 November 2011 - 10:52 AM
clean up would not have to be done. it will loop back to its starting position or collision would handle it. if the object collided with another object on the way
Posted 17 November 2011 - 09:11 PM
I agree. Tiny hacks that seemed easier than the proper solution quickly adds upp and makes the whole code an unruly mess.
Posted 18 November 2011 - 12:58 AM
I'm not sure myself. I guess it depends how complex the object is. If it's complex, and you can adjust the animations independently, it would probably be easier. I'm pretty sure in Unity you can set bones to track objects. I think a heavy duty coder would rather code it and a light duty coder (like myself) would rather use an animation. Math is only for when I get desperate.
Posted 19 November 2011 - 04:19 AM
everything in an engine has to be coded to be controlled. but not all motion should be coded to create the motion. even something going in straight line gets coded. it strikes me as a bad practice. there is never a shortage of objects and task to be coded. in the most simple game
why create the extra work when it isnt necessary. it also limits the creativity of the game. when motion in generated thru code. the main focus is getting the code to work. so how creative can anyone afford to be when motion is generated thru code
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