{"id":52771,"date":"2018-10-05T21:19:00","date_gmt":"2018-10-05T21:19:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/328065"},"modified":"2018-10-05T21:19:00","modified_gmt":"2018-10-05T21:19:00","slug":"video-building-brinks-smart-parkour-traversal-system","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/05\/video-building-brinks-smart-parkour-traversal-system\/","title":{"rendered":"Video: Building Brink&#8217;s SMART parkour traversal system"},"content":{"rendered":"<p>Remember\u00a0<em>Brink<\/em>?<\/p>\n<p>This talk, delivered at GDC 2012 by Splash Damage&#8217;s Arne Olav Hallingstad\u200b, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio&#8217;s 2011 multiplayer shooter\u00a0<em>Brink<\/em>.<\/p>\n<p>From initial prototype to the shipping-quality implementation three years later, Hallingstad\u00a0went\u00a0into 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.<\/p>\n<p>It was surprisingly interesting, and Hallingstad also gave devs a deep\u00a0look at the studio&#8217;s\u00a0lightweight run-time implementation for real-time ledge detection, ensuring\u00a0a\u00a0<em>Brink<\/em>\u00a0player enters the correct physics states and correctly connects with world geometry as they move.<\/p>\n<p><em>Brink<\/em>&#8216;s traversal system was one of its most talked-about features at the time, so if you missed seeing Hallingstad&#8217;s talk live, take advantage of the fact that you can now watch\u00a0it\u00a0for free\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\">over on the GDC YouTube channel<\/a>!\u00a0<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent company Informa<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Remember\u00a0Brink? This talk, delivered at GDC 2012 by Splash Damage&#8217;s Arne Olav Hallingstad\u200b, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio&#8217;s 2011 multiplayer shooter\u00a0Brink. From initial prototype to the shipping-quality implementation three years later, Hallingstad\u00a0went\u00a0into detail on how generating a list of all freedom of movement possibilities via an [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":52772,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-52771","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/52771","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=52771"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/52771\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/52772"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=52771"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=52771"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=52771"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}