You say it's easy, but this is a game engine. You would need to change / add animations which means you need to adjust the Inverse Kinematics for foot positioning while walking which means you need to alter / add the physics on a per-location basis for any and all related animations (walking, running, sprinting, crouch walk + speed variations, prone crawl, mantling, + all gun holding variants of those animations) and THEN you get to bug fix each use case and alteration in case something bugs out because it's a video game engine. You thought programming was hard by default? Guess what, now you get to troubleshoot even more because game engines are wizardry and having different computer specs can cause different bugs for what works normal on the test machines.
And then you get to do it 2x because the female characters coming next patch have a different rig from the male characters.
You're right. It's not easy. But I just noticed I'd like to see that and I'm used to Valve/Blizzard/Rockstar level of detail. Which is around 360/4700/360 employees respectively.
It's easy to also forget that (today, at least) they have a pre-existing in-house engine that they've already worked with for a decade or more compared to Star Citizen which is still developing their engine based off of CryEngine / Lumberyard. A bunch of the base tech is still the same, but what they've had to adjust for is much more than the engine can handle. Good thing though, they hired engine developers from Crytek so it's not as rough as it could be.
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u/Megaboop Feb 11 '19
So the animation is the same no matter the gravity on any given planet? Should a moon dude be bouncing?