User Tools

Site Tools


terrain_following

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
terrain_following [2017/10/03 12:01] justinterrain_following [2020/04/28 08:14] (current) justin
Line 2: Line 2:
 ---- ----
  
-The **Terrain Following** setting in your [[Game Configuration]] allows you to customize how the player character reacts (specifically, how their vertical position is determined) as they walk across tiles in the game world. Combining this with the [[collision override]] functionality can provide a variety of behaviors. Read below for more information and visual examples of each type.+The **Terrain Following** option in your [[Game Configuration]] allows you to customize how [[character|characters]] react (specifically, how their vertical position is determined) as they walk across [[tile|tiles]] in the game world. Combining this with the [[collision override]] functionality can provide a variety of behaviors. Read below for more information and visual "side view" examples of each type.
  
 =====Precise===== =====Precise=====
-With this option, the player's vertical position will always follow the terrain geometry exactly. More specifically, the player's position will snap up and down to match any rises and drops in the terrain at their current voxel coordinate. This type is not recommended for first-person games since it can potentially result in jarring camera movements.+With this option, the [[character|character's]] vertical position will always follow the terrain geometry exactly. More specifically, the [[character|character's]] position will snap up and down to match any rises and drops in the terrain at their current [[voxel]] coordinate. This type is not recommended for first-person games since it can potentially result in jarring camera movements.
  
 {{:wiki:terrain_precise.png?nolink|}} {{:wiki:terrain_precise.png?nolink|}}
Line 11: Line 11:
 \\ \\
 =====Smooth (Linear)===== =====Smooth (Linear)=====
-With this option, linear interpolation is used to calculate the player's vertical position while moving to the next voxel coordinate. This means that changes in height from one voxel coordinate to the next will be smoothed out into a straight-line path and is suitable for games where you want inclines, like stairs, to have linear movement (as if walking up a ramp).+With this option, linear interpolation is used to calculate the [[character|character's]] vertical position while moving to the next [[voxel]] coordinate. This means that changes in height from one [[voxel]] coordinate to the next will be smoothed out into a straight-line path and is suitable for games where you want inclines, like stairs, to have linear movement (as if walking up a ramp).
  
 {{:wiki:terrain_smooth_linear.png?nolink|}} {{:wiki:terrain_smooth_linear.png?nolink|}}
Line 17: Line 17:
 \\ \\
 =====Smooth (Curve)===== =====Smooth (Curve)=====
-With this option, the [[https://en.wikipedia.org/wiki/Smoothstep|smootherstep]] function is used to calculate the player's vertical position while moving to the next voxel coordinate. This is the default setting and provides a good balance between closely following rises and drops in terrain without the sudden snapping up and down that the "Precise" option can result in.+With this option, the [[https://en.wikipedia.org/wiki/Smoothstep|smootherstep]] function is used to calculate the [[character|character's]] vertical position while moving to the next [[voxel]] coordinate. This is the default setting and provides a good balance between closely following rises and drops in terrain without the sudden snapping up and down that the "Precise" option can result in.
  
 {{:wiki:terrain_smooth_curve.png?nolink|}} {{:wiki:terrain_smooth_curve.png?nolink|}}
  
 ~~NOTOC~~ ~~NOTOC~~
terrain_following.1507057301.txt.gz · Last modified: 2017/10/03 12:01 by justin