[Open-source-gamedev-devroom] Talk proposal: An introduction to the Wesnoth animation engine

jeremy rosen jeremy.rosen at enst-bretagne.fr
Fri Dec 21 10:40:26 CET 2012


> - Their name
Jérémy Rosen

> - The project they are associated with
The Battle for Wesnoth

> - A (short) bio, to be put on the website along with their speaker name
Jeremy aka Boucman is probably the oldest active developer in the wesnoth
community. He started contributing by adding death animations and has
worked on that part of wesnoth ever since, transforming it into a highly
versatile animation engine. He also started a few community projects like
the WML manual in the wiki and the new contributor process.


> - (optionally) a picture of themselves
Attached.

> - The title of their session (which will go on the website and in the
> booklet)
An introduction to the Wesnoth animation engine

> - A (short) abstract describing the session in further detail.
Wesnoth's animation engine has evolved organically thoughout the years.
Getting all the units to work together in an eye pleasing way is a tricky
matter

This session will presents the wesnoth animation from a user point of view,
i.e how to code an animation into wesnoth, but this will mainly be an
excuse to present the specific challanges of writing a versatile animation
description language in a turn based game where the user's attention is
always focused on the animated unit

> - The desired approximate duration for the session.
45' + questions

> - The desired timeslot in which they want to hold the session.
No preference.
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