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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/574</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111105</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Tue, 06 Oct 2009 05:18:28 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111105</guid>
		<description><![CDATA[What about implementing inverse kinematics into your physics engine. That will fix alot of your problems.]]></description>
		<content:encoded><![CDATA[<p>What about implementing inverse kinematics into your physics engine. That will fix alot of your problems.</p>
]]></content:encoded>
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		<title>By: namuol</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111066</link>
		<dc:creator><![CDATA[namuol]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 20:56:21 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111066</guid>
		<description><![CDATA[@archont: what I was suggesting isn&#039;t &quot;physically correct&quot; .. it just makes it look that way. the character would still move &quot;fakely&quot; along the slope, but the foot placement would align to the stairs. many modern 3D games do this, and it&#039;s actually a lot simpler to solve in 2D.]]></description>
		<content:encoded><![CDATA[<p>@archont: what I was suggesting isn&#8217;t &#8220;physically correct&#8221; .. it just makes it look that way. the character would still move &#8220;fakely&#8221; along the slope, but the foot placement would align to the stairs. many modern 3D games do this, and it&#8217;s actually a lot simpler to solve in 2D.</p>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111065</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 20:55:45 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111065</guid>
		<description><![CDATA[Physics engine prevents from doing it easily, that&#039;s my point.]]></description>
		<content:encoded><![CDATA[<p>Physics engine prevents from doing it easily, that&#8217;s my point.</p>
]]></content:encoded>
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	<item>
		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111063</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 20:47:13 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111063</guid>
		<description><![CDATA[Erm. 

Please don&#039;t make physically correct walking and stair climbing. Please please don&#039;t. It&#039;ll look like Cortex Command, where every character walks as if he is REALLY drunk, in a physically correct way.

Static animations and special zones for stairs, kthxbai.]]></description>
		<content:encoded><![CDATA[<p>Erm. </p>
<p>Please don&#8217;t make physically correct walking and stair climbing. Please please don&#8217;t. It&#8217;ll look like Cortex Command, where every character walks as if he is REALLY drunk, in a physically correct way.</p>
<p>Static animations and special zones for stairs, kthxbai.</p>
]]></content:encoded>
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	<item>
		<title>By: namuol</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111057</link>
		<dc:creator><![CDATA[namuol]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 20:30:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111057</guid>
		<description><![CDATA[If you&#039;re using procedurally generated walking animation, i&#039;d suggest using raycasting and some cleverness to generate foot placement for stairs, while approximating the stairs&#039; actual collision boundary as a sloped plane.

This is really only easy to implement if your current animation system uses raycasting to generate walking animation, though.]]></description>
		<content:encoded><![CDATA[<p>If you&#8217;re using procedurally generated walking animation, i&#8217;d suggest using raycasting and some cleverness to generate foot placement for stairs, while approximating the stairs&#8217; actual collision boundary as a sloped plane.</p>
<p>This is really only easy to implement if your current animation system uses raycasting to generate walking animation, though.</p>
]]></content:encoded>
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	<item>
		<title>By: TLD</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111054</link>
		<dc:creator><![CDATA[TLD]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 19:35:29 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111054</guid>
		<description><![CDATA[he gave us a lil movie about that, he didnt want that.

he wants real stairs.

MM, Anna found quite a nice solution to this
instead of rendering a stairs, instead, render some amount of cubes to create te stairs? its prolly not efficient enough &gt;&lt;]]></description>
		<content:encoded><![CDATA[<p>he gave us a lil movie about that, he didnt want that.</p>
<p>he wants real stairs.</p>
<p>MM, Anna found quite a nice solution to this<br />
instead of rendering a stairs, instead, render some amount of cubes to create te stairs? its prolly not efficient enough &gt;&lt;</p>
]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111046</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 18:52:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111046</guid>
		<description><![CDATA[Make the stairs be a flat slope but render stairs instead of a slope. Problem solved.]]></description>
		<content:encoded><![CDATA[<p>Make the stairs be a flat slope but render stairs instead of a slope. Problem solved.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Epsicode</title>
		<link>https://mm.soldat.pl/development-log/574/comment-page-1#comment-111037</link>
		<dc:creator><![CDATA[Epsicode]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 15:41:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=574#comment-111037</guid>
		<description><![CDATA[How will the physics engine helps in this case? You pretty much have to custom code the stairs action so that the character can go up, ignoring any kind of physics (I guess for going down you don&#039;t really have to do something but it wont look realistic), with whatever engine is in use.

On an unrelated note, have you given XNA a try? What are your thoughts on it?]]></description>
		<content:encoded><![CDATA[<p>How will the physics engine helps in this case? You pretty much have to custom code the stairs action so that the character can go up, ignoring any kind of physics (I guess for going down you don&#8217;t really have to do something but it wont look realistic), with whatever engine is in use.</p>
<p>On an unrelated note, have you given XNA a try? What are your thoughts on it?</p>
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