Games make for great school projects, for various reasons. Right now I'm making an actual strat game for a real company, together with two other programmers, and I've run into a problem I needed to solve. It sounds realy simple; you place some object somewhere (can't go into even what this game is or who it's for, except it's on a tablet with a touch interface). After placement, the player needs to be able to rotate it by draging his finger around a circle, which is around the object. Well blah blah blah... it requires all kinds of math. And then I thought about GE:S.
So I was thinking... Why are the weapon animations in first person, in GES, fully animated? I understand that the triggerfinger needs animation, but why the rest? Why aren't various objects attached to each other and rotated/moved relative to each other?
Why am I asking? Well some player movement sequences don't seem to match and things start to stutter. Also dual weapon animation problems could easily be solved. I noticed that in GE64 the animation is much more fluent and complex than GES and I don't think that Rare was into creating and anticipating NP-problem animation sequences.
Just my $0,02