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)
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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The game had a grid representation of each level representing the full walkable area. Characters dynamically blocked the grid when they stopped. The borders of characters and things like traps weighted the path finding to influence avoidance.
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But was that the actual walkable area? Meaning, the player literally could only walk on a rectangular grid - not along curves or diagonals and so on?
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Well, not sure what Aurora did, thats why i asked Nathan. But you can do walk motion by finding the cells the PC will walk on and see if any is above waist height. This wont slide but you can calc a sliding plane from the cells. I dont think it'll be very different from the video
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I did a rough test for this with a mesh and a couple of entities (one user controlled, one door that updates the heightmap as it slides and one switch to open the door), i think this should convey better what i had in mindhttps://www.youtube.com/watch?v=bb8Nr1dvvbM …
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