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Character Controllers (Part 3)

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Uploaded by on Sep 15, 2008

Character controllers are an important yet often overlooked feature for any 3D development package. Movement controls are the most immediate form of interaction a player has with the virtual environment. Any glitches in these controls will create an unpleasant experience for the end user. Fortunately, Leadwerks Engine provides a robust and stable character controller that interacts seamlessly with other physical objects. This controller can be used for any character, whether the input comes from the keyboard, AI, or a remote player in a networked game.

When setting out to design our character controller, we had a few requirements in mind:

-Controller should not slide down slopes below a maximum slope angle.

-Controllers should climb obstacles below the maximum step height. Climbing should be instant, with no loss of horizontal velocity, or struggling to climb stairs.

-Controllers should be able to interact with other physics bodies. Controllers should be able to push and be pushed by physics bodies.

-Jitters and other glitches were absolutely unacceptable; player control must feel smooth and fluid.
These behaviors were very difficult to implement, but after spending many months on the problem we achieved excellent results. In this lesson we will learn to make a controller with the above features, as well as running and jumping behavior.

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Gaming

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Standard YouTube License

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  • i think not

  • this is awsome! im going to use the evaluation kit then but the full version but i have one question. is it possilble to make a level just using these line of code ?

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