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)
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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Diagonals were part of the path planning, and paths were further smoothed to allow better path segments. So, the grid represented the walkable area, but you didn’t have to stay exactly on the grid.
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No, I mean the edges. Like presumably if you have arbitrary geometry along the edges of the walkable region, that cannot be represented by "a grid", so how was that represented? Suppose the player wants to walk along a jagged cliffside, for example.
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But there was also a physics controller that could do raycasts for straight line checks and things like that. This second level of representation is probably the source of the issues in the video.
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Right, that is what I was trying to say. That because the coarse representation was only for pathfinding, you still have all the player movement bugs, because when the player takes direct control, coarse meshes don't help you.
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