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#thewitness#collisiondetection#handmadehero

Killing the Walk Monster

Molly Rocket

148K subscribers • 33 videos on Hallway

YouTube
  • Recommended by 2 people: 1 on Hacker News and 1 on Lobsters.
  • Presented by Casey Muratori, creator of Handmade Hero
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

59K views6 years ago2 recommendations

Game developmentSystems programmingGame programmingUnity, Unreal and GodotAlgorithms

Casey Muratori explains how the collision and movement systems of The Witness were engineered to eliminate common game engine bugs.

Remastered version of my BICFest 2018 talk about how the collision system of The Witness was engineered to prevent entire classes of bugs normally found in game engines of its type. The original talk recording was essentially useless because the audio was corrupted. This version has been resurrected from video and audio recordings I had made for the simultaneous translators to use. I'd forgotten they existed, but thankfully rediscovered them recently. caseymuratori.com/blog_0032

Why it's here

2 people recommend this

What people say. Highly recommended as a masterclass in practical game physics and robust collision system design.

friendlysockon Lobsters • Recommends

Killing the Walk Monster

db48xon Hacker News • Recommends

On “Why video game doors are so hard to get right [video]”

link to this video Here’s a game developer talking about the problem and how they solved it in The Witness, but note well the limitations he describes. It’s not directly useful if the player can jump, for instance.

u/brubsabrubsin r/gameenginedevs • Mentions

"Killing the walk monster" is a great resource on collision detection and resolution. are there other resources like this? Killing the walk monster, by Casey Muratori, is a great talk about how he implemented the movement system for The Witness, a puzzle game by Thekla Inc. It goes into great detail on how he developed the algorithm for a "search in space" approach for collision detection, showcasing it with both diagrams and in game visualization. Do you guys have recommendations for other resources like this? both in the form of written articles and videos.

sunrunneron Hacker News • Mentions

On “Splitting from Handmade Network”

I feel the same about Casey and his work, and like another commenter said, his simple, practical and honest approach to his work is refreshing in an era of languages, environments and tools that feel bloated, slow and ineffective (IMHO). > That being said the whole network idea, and the fetishisation of his particular coding philosophy was always cringe. And I agree with this too. The point of Handmade Hero to me was always to show that the complex software systems that you interact with can be understood despite their size and complexity, and that it's still possible (though perhaps in a lot of cases impractical) to recreate these from the ground up. Also that there's tremendous value in un…

wasmpersonon Hacker News • Mentions

On “The Big Oops: Anatomy of a Thirty-Five-Year Mistake [video]”

…tness, in which he shows examples of Unity-based "walking simulator"-type games dealing with limitations of the engine in ways that The Witness was able to totally avoid. This allowed the game's artists to be creative with set design without worrying as much about performance issues or collision bugs, thus potentially opening up more design space. link to this video Here's some praise of The Witness by Fabien Giesen: > That’s where I am right now. I have never seen another game as cohesive as this. Not even close. Without getting into specifics or spoiler territory, I have never seen a game with such manifest intention behind every single detail, nor one where all the details cohere this well into a wh…