ABSTRACT

The topic of this chapter is real-time animation. By real-time animation we mean an animation sequence that is created in real time according to the current state of the game together with a set of predefined rules which, given the current state of an object, will calculate its state in the next frame. Applications that fall into this category are many and varied and range from rigid body simulation, which may be used in a racing car game or flight simulator, to particle systems, which may be used to produce an effect,1 for example, the result of an impact, flame, clouds etc.