Data-Driven Animation Controller: A Prioritized Visual System for Decoupled Animation Logic in Godot Game Engine
Abtin TorabNezhad, Azam Bastanfard, Ashkan Rezaei, ((1)(2)(3), Dept. of Computer Engineering, Ka.c., Islamic Azad University, Karaj, Iran)

TL;DR
The paper presents the Data-Driven Animation Controller (DDAC), a Godot component that externalizes animation logic into editable resources, improving maintainability and enabling rapid iteration through a prioritized rule-based system.
Contribution
It introduces a novel prioritized resolution algorithm for rule-based animation control, decoupling logic from code and enhancing designer flexibility.
Findings
Enables external editing of animation rules via inspector resources.
Uses a prioritized algorithm to resolve conflicting rules.
Improves code maintainability and iteration speed.
Abstract
This paper introduces the Data-Driven Animation Controller (DDAC), a specialized Godot component that achieves robust decoupling of animation logic from core gameplay scripts through a data-driven approach. Animation control is typically centralized and imperatively defined within core character scripts, often relying on implicit Finite State Machines (FSMs). This practice leads to tightly coupled and difficult-to-maintain codebases. The DDAC component externalizes these instructions into easily inspector-editable resources, effectively making the animation logic declarative. Rules are defined by reading Conditions from any variable on any external node and executing Actions (setting the target animation). The DDAC also manages secondary visual state settings, such as Animation Speed Scaling and Horizontal/Vertical Sprite Flipping, using the same simple rule-based setup. The highest…
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