Brussels / 2 & 3 February 2013


An introduction to the Wesnoth animation engine

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.


Jérémy Rosen