Using this technique we eliminate the large memory overheads of storing many frames of sprite animation, whilst allowing the game characters a much larger range of movement. Whilst the character animation system closely approximates 3D humanoid based characters, it can also be used to represent more complex and highly detailed characters, objects and animals. The advantage that we have using our proprietary system (rather than a full blown 3D modeled character) is that we can have many more on display at any given time. We have a number of videos and screen shots showing a more complex mix of indoor and outdoor test environments as well as test characters.
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'AGB' Creates A 'GTA' Wannabe On 'GBA'
by Rainier on Aug. 31, 2002 @ 1:53 a.m. PDT
We have completed the implementation of our 3D character animation system for Nintendo Gameboy Advance. This system allows us to display many real-time animating 3D like characters simultaneously. Read more for some screens and a 5 min trailer showing off AGB's "C2 Engine" with some GTA-esque GameBoy Advance action...