As the quality and flexibility of character animation in games has improved, characters are expected not just to walk and run, but to vault, jump, mantle, climb, drop, and duck through a level. This requires them to have a more detailed semantic understanding of the level geometry than ever before, and poses challenges for both level designers and AI programmers. In this talk, Ben will demonstrate techniques for automatically finding level locations where these traversal types can be applied. In particular, I will describe "segment casting", a new geometric query which can be used to quickly and robustly analyze the geometry in an area to determine its suitability for a particular traversal type. These techniques have been implemented in Havok AI, and are currently being used for traversal analysis in multiple AAA games.
The files used during the presentation are available here: