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terrain_following [2017/10/02 09:23] – created justinterrain_following [2020/04/28 08:14] (current) justin
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 +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=====
 +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|}}
 +
 +\\
 +=====Smooth (Linear)=====
 +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|}}
 +
 +\\
 +=====Smooth (Curve)=====
 +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|}}
  
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terrain_following.1506961416.txt.gz · Last modified: 2017/10/02 09:23 by justin