Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Player movement, oh my!

Sign in to follow this  


His drive is unstoppable. Cade keeps cranking this stuff out.

He asked me to make a video of the Archvile walking around...Instead I put some music on and made him dance..among other things.

">Project RiL : Player movement 2


Oh and if you didn't notice, I was controlling specific joints, one in his back(made him stand up straight rather then hunch over) and his neck(twisted it at the end of the video).

The ability to control every joint in a player model dynamically will help a lot when it comes to multiplayer experience and overall realism.

A good example of when this is need: A monster is aiming at a player on much lower ground, it wouldn't make sense if the monster seemed to be looking straight ahead to the player when in fact he's looking directly at the player.

I see a lot of games with this problem. Implementing this would add to the realism greatly.
Sign in to follow this  

1 Comment

Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!