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--- Auto-Generated Description --- This diagram models a gameplay mechanic involving character movement abilities such as jumping and crouching to overcome obstacles, inspired by mechanics observed in games like Half-Life. It conceptualizes a scenario where players must utilize a combination of jumps and crouches to successfully navigate terrain with varying obstacle heights. The diagram includes sources that trigger the ability to jump or crouch, pools representing the actions (Crouch, Jump) and the obstacle heights, and a register calculating momentum based on these actions. Another register evaluates whether the obstacle can be surmounted based on the jumped height compared to the obstacle's height. The interactive nature of the pools for 'Crouch' and 'Jump' simulates player inputs, and the connections between these pools and the sources illustrate the cyclical process of engaging these actions. The 'Momentum' register, influenced by whether a crouch or a jump has been performed, reflects how these actions contribute to overcoming obstacles. The 'Can Jump on It?' register dynamically evaluates if the height achieved through jumping is sufficient to clear the obstacle height, representing real-time decision-making in gameplay. This system captures the complexity and interactivity of movement mechanics, illustrating how a combination of player skills and game mechanics determine success in navigating game environments.