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Procedural Generation of Mammals and Locomotion


For my game The Big Forest I want to have creatures that are both procedurally generated and animated, which, as expected, is quite a resea...

I tried to implement workarounds for such edge cases, and various ways to manually guide the script towards better results for each creature, but each new reference 3D model seemed to come with new types of quirks to handle. As I was writing this, I realized that while I’m convinced I haven’t yet achieved the goal of ensuring that "any random values for the parameters will always create valid creatures", I hadn’t actually put it to the test. Inverse kinematics overhaul I had noticed that many animals kind of bend or curl their feet — and sometimes the entire lower part of their front legs — when lifting them.

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OpenLoco: An open source re-implementation of Chris Sawyer's Locomotion