It’s the mighty McCurdy himself! Thanks for giving feedback, really appreciate it.
I guess it’s a matter of taste. I too find Heraclos’ and Plume’s movement quite sluggish, but I’m quite happy with my controller. I intentionally added velocity easing to complement the animations. It’s no problem to make it more responsive, or even as responsive as your example.
In the end, with a system like mine, you have complete control over how responsive the system is. The vast majority of the movement is custom logic. I only leave things like gravity to the engine, but adjust all the calculated velocities to my liking. My movement is basically physics engine agnostic. I can do with any engine that offers raycasting and rigid body collisions. I actually switched from Ammo to Cannon because I found Ammo to be lacking quite a bit in bunch of areas.
It’s a matter of tweaking the parameters to get the behavior that you like. I’ve read that people find the movement in Read Dead Redemption 2 sluggish and frustrating, whereas I find it beautifully fluid and wouldn’t expect anything else from a Rockstar games title. So again, really seems like matter of taste. And in my case, overly sluggish movement would really be a fault on my part and nothing to do with the physics engine.
To be honest I’ve never even considered purely nav-mesh controls. I definitely think of nav-mesh logic as something that builds on top of physics based character controller. In fact it’s on my todo list to try and implement the amazing three-pathfinding in my demo.
A physics based controller is necessary if you’re building a game like GTA, and want to make sure that your character will behave fine in any situation, moving on top of, or colliding with any kind of geometry imaginable, moving on top of dynamic entities like cars, and even do things like climbing, swimming, etc. It’s a general way to define character behavior. The next step would be to implement nav-mesh pathfinding to aid the AI in moving around.
I think your example would be useful for a walking-simulator type of game, like The Witness. But it does seem very restrictive in that I can’t go anywhere beyond the nav-mesh defined by the level designer. Still, enough for some games.