
206 V 3D Engine Design
2. What parts of the effect need to be done via authored simulation clips
versus being achieved using runtime operators? (Real-time operators will
be covered later.)
3. For an interactive effect, what are the possible states in which it can end
up?
4. How do these states transition between each other? Are special transition
clips needed, or would a simple runtime cross-blend work?
5. Does the effect have any looping parts?
Based on the answers to these questions, it is possible to plan and identify what
parts need to be authored and how they should be authored. Later, this plan is
used to put the effect together in the game engine.