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Vault, Slide, Mantle: Building Brink's SMART System
This talk presents a detailed programmer-oriented overview of the freedom of movement implementation in Brink's single and multiplayer modes from initial prototype to the shipping-quality implementation three years later. We will go into detail on how generating a list of all freedom of movement possibilities via an analysis of the world geometry in a precomputation phase can drastically reduce run-time cost as well as avoid the need for manually placed hint objects by level designers. We will also look at our lightweight run-time implementation for real-time ledge detection, ensuring the player enters the correct physics states and correctly connects with world geometry.
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