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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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