Sony developer explains the difficulties of Santa Monica multiplayer animations – Nerd4.life

Don Lowe, A developer who specializes in animation is now working Sony Santa Monica But with experience with other big companies, he started from the beta Hollow is infinite With an interesting analysis via Twitter, the difficulties in construction should be explained Animations for multiplayer games.

Hollow Infinite, according to Lowe, has mandatory animations, but it reminds the Santa Monica developer of how much Difficulty Behind this feature in multiplayer games are topics that Lowe has previously worked on contributing to some for Cry, Star Wars: Squadrons and more. Basically, the main problem is the conflict between gaming and graphics requirements, which is especially evident in multiplayer games and especially first-person shooters.

A competitive multiplayer FPS should ensure excellent speed, power and Immediate response to checks Aside from the aesthetic issues associated with beautiful animations, this is also the reason why the characters we see in multiplayer FPS have an unusually unobtrusive movements, shooting and sliding compared to the situation and terrain.

With natural acceleration, deceleration and change of direction, they may feel that they do not have the right weight or mass, but this is a side effect Game Requirements. For this reason, developers have to mediate between the two and the multiplayer is integrated with the animation system code in FPS, which is in close contact with the character controls / physics capsule. If the changes in speed do not match exactly, there is a sliding effect.

To avoid this, one is prepared Speed ​​measurement Dynamic, or dynamic change of straight length, although always to avoid absurd consequences. Also, there is a contradiction between the animated model used in the first person and the third person used, so that the same character in the multiplayer FPS is the result of two different modelings created for different needs of the game.

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Broadly speaking, Lowe explains that there is a fundamental difference between the two Code or animation related movements: Allows immediate response to first controls and the best gameplay for the possibility of making fast and bold moves. For controls. The latter choice is usually not made for multiplayer games.

Veronica Tucker

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