The GDC team has shared another hot talk from the 2014 show.
In this 2014 GDC talk, Blizzard Entertainment’s Erin Catto shows how to implement a character controller using swept collision and an iterative solver, and how the solver naturally handles collision priorities using Lagrange multipliers.
As always, don’t forget to subscribe to the channel not to miss more talks from the previous GDC events on all kinds of game-related topics. And make sure to share your thoughts on the concept described in the talk below.