3 ms·
Somehow the movement of the characters feels still quite uncanny to me. In the video about the "voxel-based character controller" the walking looks more like gl
by Archelaos 3y ago
Somehow the movement of the characters feels still quite uncanny to me. In the video about the "voxel-based character controller" the walking looks more like gliding. And in the first few second in "NPC locomotion" the walking just does not seem right. I think it is the fact that each step looks exactly the same and everyone uses the same step size. So the character are awkwardly tightly coordinated. One can see more variety later in the video, when the characters change individually between walking and running. That looks much more realistic. -- I wonder what makes it so difficult to generally achieve more variety in the movement details.
- m463 3y agoI wonder if someday there will be a walkgpt with normal or zombie modes.
- ljm 3y agoA lot of it becomes un-noticeable when you’re in the middle of the action. You’re too busy looking at other things. Although to support your point, pretty much every friendly NPC is stationary. Once the hostile zone in on you you’re not looking at how they walk - they’re shrouded in mist anyway. IMO control was a tech demo for all of this and it also supports why the enemy count is much lower and framed as a horror story.