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https://youtu.be/LNidsMesxSE?t=674 https://youtu.be/LNidsMesxSE?t=674 It's definitely possible to "not bash into walls" You don't always need to have bespoke
by omgketchup 5y ago
https://youtu.be/LNidsMesxSE?t=674 https://youtu.be/LNidsMesxSE?t=674
It's definitely possible to "not bash into walls"
You don't always need to have bespoke animations- sometimes keyframes and realistic constraints can get you there. I think Unity is working on a framework for natural human animation.
- dognotdog 5y ago> https://youtu.be/LNidsMesxSE?t=674 https://youtu.be/LNidsMesxSE?t=674 David Rosen pulled off quite a few little masterpieces -- his gamedev competition entries always had fantastically unique aspects. I cannot believe "Black Shades" was almost 20 years ago! (I have no affiliation, but I am glad to see https://www.wolfire.com/games https://www.wolfire.com/games is still alive and kicking!) Lugaru and later Overgrowth have been the outcomes of what can only be called a decades long obsession with getting the player controls just right, allowing very natural and responsive control and movement, through creating emergent behaviors from first principles, resulting in a rich and natural interaction with the environment (and other characters, see the fighting mojo), in contrast to the many, many AAA titles that just constantly break the immersion through unnatural, jarring behaviors and frustrating limitations.
- MayeulC 5y agoOvergrowth was such an enticing game to play. It didn't have AAA graphics, but its physics were so much more realistic than the games I'm used to that I was sucked in, and it left a strong impression on me. I wish more games were doing procedural animation, and physics-based damage.