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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Casey Muratori‏ @cmuratori 14 Oct 2020

      How the collision system of The Witness was engineered to completely prevent entire classes of bugs normally found in game engines of its type: https://www.youtube.com/watch?v=YE8MVNMzpbo … (Restored version of my 2018 talk, since the convention lost the audio from the original)

      19 replies 140 retweets 785 likes
    2. badsectoracula‏ @badsectoracula 14 Oct 2020
      Replying to @cmuratori

      Depending on the game a heightmap can also work (that of course adds precomp). I think Bioware's Aurora engine and its derivatives (KOTOR,Dragon Age,etc) use such a scheme with the drawback that there aren't overlapping areas (though i guess one can have multiple ranges per cell)

      1 reply 0 retweets 0 likes
    3. Casey Muratori‏ @cmuratori 15 Oct 2020
      Replying to @badsectoracula

      I would suggest that Bioware games are not good examples of robust walk systems, as they are all riddled with player movement bugs (https://www.youtube.com/watch?v=iWfUPTSt9gE …, https://www.youtube.com/watch?v=vuoI1J-6kLY …, https://youtu.be/7IaPf6PJUaI?t=252 …, etc.)

      1 reply 0 retweets 1 like
    4. badsectoracula‏ @badsectoracula 15 Oct 2020
      Replying to @cmuratori

      I mentioned them because of its use of the heightmap for collisions. Hm, i never saw such bugs in any of their games (i've played all the Aurora-derived ones) and always assumed this was because of the heightmap. Perhaps it was a case of designer mistake like your boat example?

      1 reply 0 retweets 0 likes
    5. Nathan Sturtevant‏ @nathansttt 15 Oct 2020
      Replying to @badsectoracula @cmuratori

      I wrote the pathfinding for DA:O (not the height map extraction from geometry). Because players were driven by physics checks against geometry instead of the pathfinding representation you would still see these bugs.

      1 reply 0 retweets 1 like
    6. badsectoracula‏ @badsectoracula 15 Oct 2020
      Replying to @nathansttt @cmuratori

      Interesting. Do you know why it used physics checks instead of the heightmap? Was that only for dynamic objects or for everything? Considering the "no-overlapping" limit that was already there it sounds like the heightmap already provided easy "empty vs solid space" checks.

      2 replies 0 retweets 0 likes
      Casey Muratori‏ @cmuratori 16 Oct 2020
      Replying to @badsectoracula @nathansttt

      Height maps don't have anything to do with movement, they're just a (relatively bad) manifold representation like any other you might have. You still need some algorithm that determines how you move on one point of the height map towards another.

      12:11 AM - 16 Oct 2020
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Casey Muratori‏ @cmuratori 16 Oct 2020
          Replying to @cmuratori @badsectoracula @nathansttt

          Since they presumably have lots of blocking geometry (like doors, walls, obstacles, etc.), they still needed something to say whether you could or couldn't move somewhere, and that was their physics engine, right?

          1 reply 0 retweets 0 likes
        3. Casey Muratori‏ @cmuratori 16 Oct 2020
          Replying to @cmuratori @badsectoracula @nathansttt

          So they presumably didn't actually have anything like a real, complete walkable area definition with all the obstacles and (moving!) blockers, like characters and platforms and so on, hence the height map doesn't really help solve the problem at all.

          3 replies 0 retweets 0 likes
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