Animation & Timeline System


Brothers and sisters,

Today I come with  another significant update from Biomancer's (My indie game engine) development journey.  I'm introducing our new Animation & Timeline System, which allows you to easily create and control animations within the engine.


Why We Needed a New Animation System

Previously, animations were limited to procedural coding or imports from Blender. However, this approach wasn't sufficient for making camera or scene objects animations, allowing the beginning of dynamic environment creation. Complex animations require precision, variety, and optimization, pushing me to design a robust system capable of handling different interpolation types and animation workflows efficiently.

Introducing the Timeline System

Biomancer's newly implemented Timeline System enables precise control over animations, allowing developers to manage animations through clearly defined timelines. Key features include:

  • Real-time Animation Editing: Instantly preview and adjust animations in real-time, dramatically improving development efficiency and creativity.
  • Multiple Interpolation Types: Beyond linear interpolation, we now support cubic and quadratic interpolations.  Exponential, circular, and sigmoid interpolations are on the roadmap too.
  • Optimized Performance: The system smartly differentiates between frequently used linear animations (95% of cases) and less common, more complex interpolation types, ensuring maximum performance.

Example Use Case

Cutscenes creation: Camera transitions and moving background objects, like fans and cars, now can be easily achieved.

Want to try it out?

I just released a new version of Biomancer: 0.2.0.1

You can find it in our discord server!

Leave a comment

Log in with itch.io to leave a comment.