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)
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Replying to @cmuratori
Very interesting! Is there any talk or info about how environmental puzzles were implemented? I'm referring to how the different parts of the puzzle allign, how you can only solve them from certain spots, etc. Maybe that was actually easy but I'm very curious.
@Jonathan_Blow1 reply 0 retweets 1 like -
Replying to @tommy3v @Jonathan_Blow
I don't know that it was demonstrated anywhere, but for the most part they are connected point graphs with conical restrictions on the angle at which they can be activated. But there's a lot of special-purpose code in The Witness that Jon made to enable such intricate puzzles...
1 reply 0 retweets 4 likes
This is one of the reasons the games are so good - they are never based on Procrustean "one size fits all" systems, they are intentionally flexible and hackable so that Jon can go in and make really unique stuff throughout the game.
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