Realizing Responsive High Fidelity Character Movement in Just Cause 3

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  • เผยแพร่เมื่อ 3 ก.ค. 2024
  • In this 2015 GDC talk, Avalanche Studios' Jeet Shroff and Alex Crowhurst demonstrate the techniques used to maintain responsiveness and preserve animation quality in Just Cause 3.
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ความคิดเห็น • 8

  • @SirHardMetal
    @SirHardMetal 6 ปีที่แล้ว +7

    Cdprojekt red could learn from these guys

    • @popcrnshower
      @popcrnshower 6 ปีที่แล้ว

      Just Cause 3 had a ridiculous amount of bugs, glitches and frame rate issues that were only solved by using a high-end PC...CD Projekt RED is just fine

    • @SazLowify
      @SazLowify 6 ปีที่แล้ว

      What do you mean? Witcher had amazing animations.

    • @SirHardMetal
      @SirHardMetal 6 ปีที่แล้ว +11

      Keyword is responsive, Witcher got some input delay that made the game impossible for me to enjoy

    • @michaelzhang2532
      @michaelzhang2532 2 ปีที่แล้ว

      Cdprojekt red could learn from these guys...For cyberpunk...cyberpunk's locomotion is trash

  • @isaacpopstriker9353
    @isaacpopstriker9353 3 ปีที่แล้ว

    I prefer the Overgrowth talk about character movement, it was funnier in my opinion. But this talk is very interesting anyways.

  • @jasonzhou6437
    @jasonzhou6437 6 ปีที่แล้ว +4

    And 15 FPS optimization

  • @JEFFMcGuire
    @JEFFMcGuire 6 ปีที่แล้ว

    All those fancy animation solutions and yet you guys captured the video with interlacing..... SMH. :)