ABSTRACT

This can occur when the steering desires are too fine grained for the locomotion system to satisfy or the locomotion system doesn’t take the ADL latency into account, which is extremely problematic at high movement speeds. These problems can be ameliorated through complex adjustments to the steering system taking the ADL constraints into account as well as other measures such as constraining characters to the navmesh. Unfortunately, the complexity of such adjustments rapidly increases to the point where our locomotion system is significantly complex, without even taking collision avoidance into account. Now this is not to say such an approach will not work, since many developers use exactly this approach with great success, but we feel there is a simpler solution.