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As mentioned in other comments, I think a big thing is the difference between the older way of doing it ie you have a character object that you move along a vector and the animation is supplementary to this to make it look like they're walking, vs animating the walk and then having the animation/movement of the character itself actually move the character through the world (which almost nobody seems to do).


The third option is inverse kinematics: you move the world across the character, and the character reacts by moving its feet to positions that make sense.


Oh yeah for sure, but I'm thinking more for the realism of the simulation, we don't move like that irl so it would make sense to simulate roughly how we do when it comes to games.

I guess it's all trade offs at the end of the day, dev effort vs game style vs priorities.




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