CGAMES 2015
state machine to break the animation sequence into sequential
pieces so that draws will not be blocked for long period
of time. For complex animation sequences, designing such
a finite state machine could prove to be a major headache
for developers. Fortunately, Unity 3D scripting supports
co-routines, which allows called methods to have multiple
entries interleaved with the Unity 3D control system. A long
animation could be implemented in a co-routine in which, at
the end of each piece of animation sequence, that animation
could yield the control to the Unity 3D system. The Unity
3D system could then allow the draws to have the chance
to refresh the screen to reflect current updates. Co-routines,
alongside the Unity 3D animations, have been used throughout
the graph algorithm animation projects (described in section
IV) and could be a useful technique in animation rendering
in games.