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3D Coding Question (Forums : Coding & Scripting : 3D Coding Question) Locked
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Jul 6 2013 Anchor

So I was wondering how was the climbing aspect from the game Shadow of the Colossus coded? I know it was PS2 so odds are it was in C++/DirectX but I'm wondering if you used something like Irrlicht how would you achieve climbing big things? If you don't know what I'm talking about here is a video to show you: Youtube.com

Jul 6 2013 Anchor

The climbing aspect was coded much like the climbing of a wall aspect.
Player position, rotation and movement was tied to correlate with the colossus' in lieu of a local coordinate system.
additional animations and physics checks were done: relation to world rotation , the char was thrown off, when to apply limited ragdoll etc.

If you just want to know how to make climbable things then there are plenty of source code available if you look for it, climbing has been around for a while.

Jul 7 2013 Anchor

somonels wrote: The climbing aspect was coded much like the climbing of a wall aspect.
Player position, rotation and movement was tied to correlate with the colossus' in lieu of a local coordinate system.
additional animations and physics checks were done: relation to world rotation , the char was thrown off, when to apply limited ragdoll etc.

If you just want to know how to make climbable things then there are plenty of source code available if you look for it, climbing has been around for a while.


Lets say I'm making a 2D side-view game in Java. I'm using bounding box collision, so how would I achieve a small little player climbing a huge beast that has a walking animation that the player should rotate to. When the animation is playing the beast doesn't have any different rotation or position its all done in frames with a certain width and height and I have no clue how to get the player to climb and rotate/move to the beasts animation.

Jul 9 2013 Anchor

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Jul 18 2013 Anchor

There's no easy way to do it although I'm not an expert on Java or 2D. You need something mathematical representing the climbable body.

Where 3D games deal with surface normals to align the character I believe in 2D you should use curve tangent. Make 2d outline curve representing the monster climbable area and animate it syncing it to the monster sprite frames. When you have them synced so they always match in-game then you implement something like if the player character is close to the curve it will snap to it and calculate curve tangent at the point and align the character based on that.

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