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)
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.
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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?
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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.
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