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Learning AWS Lumberyard Game Development

You're reading from  Learning AWS Lumberyard Game Development

Product type Book
Published in Oct 2016
Publisher Packt
ISBN-13 9781786460868
Pages 268 pages
Edition 1st Edition
Languages
Author (1):
Dr. Edward Lavieri Dr. Edward Lavieri
Profile icon Dr. Edward Lavieri

Table of Contents (18) Chapters

Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Welcome to the Lumberyard 2. Planning Your Game in the Lumberyard 3. Constructing an Immersive 3D Game World 4. Creating 3D Characters 5. Animating Your Characters 6. Creating Gameplay 7. Creating Multiplayer Gameplay 8. Bringing Your Game to Life with Audio and Sound Effects 9. Employing Cloud Computing and Storage 10. Engaging With Users Using Twitch 11. Providing Your Game to the World 12. Stretching Your Lumberyard Wings

Introducing Mannequin


Lumberyard's Mannequin system is a key feature of the game engine and one that sets it apart from other game engines. With Mannequin, we can define movement fragments that are part of a set, or family, of movements. Each movement is given a unique identification so that it can be referenced by code and for grouping. As an example, we might have a power drink in our game that, when consumed, our character exhibits new behaviors. These might be longer strides, faster running, shaky hands, and a widened look of the eyes. Each of these can be crafted as movement fragments and grouped together and employed as needed.

This level of specificity allows us to create realistic animations in reaction to in-game behaviors, other characters, and environmental components. Nearly every character has a walk cycle. Imagine if your character had extreme fatigue based on a lack of water consumption and exposure to desert heat. That character might walk a bit differently. Instead of creating...

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