Player's Physics for Natural Movement
Łukasz is a Technology Programmer at Techland. This enigmatic title means that he’s been programming Techland’s in-house engine for the past three years as well as creating the tools for game development. One of his specializations is Physics Programming. Łukasz was working on physics for Dying Light, Dying Light the Following, FIM Speedway Grand Prix 15 and supported the development of Dead Island – Definitive Edition. He likes to share his knowledge and experience with anyone interested in creating Technology for Games. Łukasz Graduated Wrocław University of Technology, which he now occasinally visits to give a talk or two about Technology Programming. In his free time he enjoys playing video games (who among us doesn’t?), playing boards games and reading fantasy books. When he wants to spend time less nerdy he likes to test physics limitations on his Suzuki SV650S.
The presentation shows Techland’s approaches to setting up physics for an FPP Player that can go anywhere, climb anything, traverse rooftops and debris… and do it with style!
How to jump from a roof to a window on a storey below? How to move smoothly through complex slums’ geometry without getting stuck? How to create highly responsive character, which is WHERE we want him to be, exactly WHEN we want him to be? Should we take advantage of physics or just try to fake it?
I will talk about challenges we faced while developing player’s physics for Dying Light. Then I will show how we tried to solve all problems we had by trying a completely new approach.
I will talk about what we’ve learned during these trials and what we were able to achieve with each approach.
The talk should be especially interesting for game and engine developers who deal with Player’s and AI ‘s Physics. It will however be sutiable for any game Industry passionate.
It is an interesing real-life case study showing how Reseach & Development of a technical feature such as Player’s Physics looks like in Techland.
Listeners will be able to learn valuable tips and tricks about setting up Physics for player-controlled characters and get to know the trial and error development process of such a feature.