
Breaking the Frames
Available
In the early days of video game development, animations were rigid sequences. Once a character started swinging a sword, the player had to wait for the animation to finish. Then, competitive players discovered a glitch: by inputting specific commands, they could abort the visual animation while still dealing damage, saving crucial fractions of a second. This is the history of Animation Canceling...
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E-book
epub
Price
4.49 £
In the early days of video game development, animations were rigid sequences. Once a character started swinging a sword, the player had to wait for the animation to finish. Then, competitive players discovered a glitch: by inputting specific commands, they could abort the visual animation while still dealing damage, saving crucial fractions of a second. This is the history of Animation Canceling...
Read more
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