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Joel Nilsson (Senior Gameplay Programmer, Massive Entertainment)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Vault Recording: TBD
Audience Level: All
Stepups and mantles are an established part of the game character's repertoire, yet with increasingly complex game worlds traditional markup solutions have become increasingly cumbersome. In Avatar: Frontiers of Pandora we wanted to portray the full dense, organic beauty of Pandora while making the motion feel as flowing and unobstructed as you would expect from a Na'vi. In order to deal with these challenges we created a highly generic and (almost) markup-free system for stepups and mantling relying on a minimum of assumptions while trying to maximize freedom of movement. This talk presents the basic philosophy, concepts, and implementation of this solution. The focus is on providing a solid starting point for those just starting out with this problem and some useful tools for anyone working with it.
My hope is that programmers will come away with the information needed to make a basic system for detection and execution of basic traversal actions together with some useful ways to think about shape casts. Our example of how to approach the problem may also be of wider interest.
Mainly programmers interested in traversal or world sensing, but designers particularly interested in the issues discussed may also find it interesting.