Then you have AIR. The last part of rendering that is probably the most difficult is particle rendering. Particle rendering includes items like:
- Water currents
Some of these effects look best when they are not a loop of key frames.
People have a tendency to look for patterns, whether we realize it or not. We look for pattern, we look for rhythm, we look for repetition in addition to looking at the character or landscape.
Eventually you are going to notice that the item looks the same all the time, or it moves the same way all the time. It might take longer to see than if it were in a movie where you do not have a control to distract you. If this particle texturing is going to make gameplayers curious as to how things move, then particle rendering is a factor that the game developers might want to refine or remove.
If you allow the computer to generate smoke or other particles, even as an overlay, like a separate layer, the results will look more lifelike than a repeated loop.
After you decide how the scenery and characters move, you have the option of filming them, or have the player move them with the joystick control, which includes moving the characters through the areas on the screen where particles are being rendered. Those factors are built into the animation tools that we have today, whether you are using Unreal or Unity, or a Photoshop storyboard flip book.