Re: [Algorithms] Kinematic Collision
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From: Pierre T. <pie...@gm...> - 2009-09-14 13:25:37
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> > First: Fighting games are somewhat special. I wouldn't expect you can > use a "standard" character controller for that. > I think this thread proved that there is no such thing as a "standard" character controller ;) What kind of fighting games are we talking about here? Dead-or-alive/Tekken stuff? I know that Oni (and the remake whose link I previously posted) used vanilla Quake-style controllers (NxCharacter, in the second case). It was good enough for those 3rd person games where fighting is just one part of the gameplay. For me, the most painful issue was "throws", where one character has to grab and throw another. I think most games just author the 2 animations (for the player and the opponent) for a certain position, or rather relative position between the 2 characters. At replay time they just reposition the 2 characters so that they're at the right distance from eachother, and then just play the animations as usual. Do you guys know of games really doing more than that? The problem then is when the character runs into roadblocks that > simply aren't in the animation. You might want to apply a limited > amount of force (enough to get going with super-human speed, of > course), and if the limbs are too far out of place after a while, > cancel the animation/attack -- you probably tried to punch a mountain > wall or something similar. I think people just make sure the bounding volume is big enough to enclose the whole punch motion. So it is never possible for the character to punch a mountain wall. It sometimes makes you use 2 bounding volumes though: one to collide against the level, one to collide against the opponents (since you need to be close to opponents for the punch/kick attacks to reach them). > And once you start to integrate animation > and physics even more, you might start expressing animations as > "desires" -- "I want to land my left fist on his nose in 400 > milliseconds, and I think it will be *there* at that time." Similar to > Natural Motion / Endorphin in real-time, with player guidance, > perhaps. > > If you or anyone else learn anything more about this, I would be very > interested in hearing about it! > Same here. I wonder what's the most advanced thing done in games in that respect, or if all of this is really needed (I had the impression it wasn't, so far) - Pierre |