A purely procedural animation system that can walk and hold hands. Created in the spring of 2021 as the specialization course at The Game Assembly.
Inverse kinematics animation system constrained by hinge joints. Supports paths with multiple consecutive target positions (green lines and spheres).
Proceduraly generated walk cycle supporting a wide range of movement speeds. Movement animation automatically adjusts to current speed and feet rarely drag/slide noticably.
Foot placement handles uneven terain with some grace (altough it's far from perfect).
Despite popular belief I think we have to little hand holding in contemporary videogames.
Input | Desciption |
---|---|
⬅️/➡️ | Move in world cursor along the X-axis |
⬆️/⬇️ | Move in world cursor along the Y-axis |
Shift + ⬅️/➡️ | Move in world cursor along the Z-axis |
Space | Set end effector goal of one specific (hard coded) limb |
Input | Desciption |
---|---|
WASD | Move actor #1 (if available) |
IJKL | Move actor #2 (if available) |
H | Toggle hand holding |
Input | Desciption |
---|---|
P | Toggle pause |
R/F (while paused) | Rewind / Replay one simulation step |
Shift + R/F (while paused) | Rewind / Replay ten simulation steps |
R (if not paused) | Rewind up to 1024 simulation steps) |
N | Take one simulation step forward |
Full rebuild:
make clean all
Run application (while developing):
make run
Run test suite:
make check
src/
– Our code.res/
– Models, textures, config-files etc.bin/
– Where the executables go.tmp/
– Build intermediates, logs etc.