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I understand that game development involves a 'game loop', in which the scene is drawn. This game loop either runs as fast as possible (no timer, frame animation) or is called based on a timer (timer animation). I'm curious as to how advanced animation (something beyond just simple geometry) is actually done, considering how many frames might take place in say, a character walking. Obviously the programmer has not hard-coded in the position of the character's foot at every frame of the animation, so I'm wondering how this would actually be done?

If any clarification of the question is necessary, I'll be happy to fill more in.

Brad
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Prime
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  • To add to Mel's link, once you look at game engine code you realize how fast computers really are. There's a spectacular amount of code that gets executed either every frame or nearly so. If you really want to dig in to this stuff you can get your hands on a game engine and have a look. I've learned a lot from the Torque game engine from http://www.garagegames.com/ . I think they still offer a demo. – Adam May 16 '11 at 01:33
  • I think [this post](https://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step) has all relevant information and links to relevant information. – Mel May 16 '11 at 01:05

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