> The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a result of physics (such as frictional force), but Nintendo apparently decided that what works better game-wise is Link being given the same movement that the object is performing, without any physics working between the two.No way this is the first game to ignore the player character in physics calculations. I'm pretty sure in GTA3 you could climb onto the roof of a car and not slide around as the NPC drives and makes sharp turns.
thomastjeffery|2 years ago
We aren't even talking about something interesting like inverse kinematics!
This patent boils down to nothing more than math, and should have been invalidated as soon as it was read. The fact that it wasn't speaks volumes on the failure of our patent system.
genocidicbunny|2 years ago
And anyone named in the patent or sponsoring anyone named in the patent prevented from applying for any new patents for 10 years.
ncr100|2 years ago
Uncharted 2, (or 3?) on the PlayStation, was widely publicized among game developers as having this kind of technology built into enable for instance the Nathan Drake character to stick appropriately to platforms which were being tossed around in a sinking ship. The ship was filling up with water creating buoyancy for the platform that he was standing on. There were numerous talks about this and I believe also a GDC presentation about it.
jamesu|2 years ago
I'd imagine nintendo probably have other claims linked to this since alone it has clearly been done before.
GiorgioG|2 years ago
jncfhnb|2 years ago
There is nuance to what constitutes “standing” on the object.
davesque|2 years ago
dundarious|2 years ago
superb_dev|2 years ago
bluescrn|2 years ago
You weren't moving on a simulated rigid-body physics object, but in practice there's not much difference - other than handling the nasty cases, like what to do when the physics object flips upside down and crushes the player, or resolving collisions with static world objects that the player makes contact with but the 'vehicle' doesn't.
jimmaswell|2 years ago
deafpolygon|2 years ago
matsemann|2 years ago
jncfhnb|2 years ago