Playing
Walking
On foot you see the island at eye height, 1.65 m above the ground. You collide with the terrain, the village and the palm trunks, and you flatten the grass as you pass.
village-day scenario: down the village path past the stilt houses towards the pier. The head bob and the grass trampling come from the walk controller.#Movement
| Walk | Run (Shift) | |
|---|---|---|
| Speed | 4.2 m/s | 7.5 m/s |
- Wading slows you down: in water up to about 1.2 m deep your speed drops by up to 55%.
- Jumping (Space) launches you at 5.2 m/s against a gravity of 20 m/s².
- Steps and slopes: you climb anything up to 0.55 m in one step. Taller steps and steep terrain block you, and you stick to slopes and stairs on the way down.
- Turning: the mouse, or ← and → at 1.8 rad/s.
#What you collide with
The walk controller (WalkController in src/modes/controllers.js) checks three things every frame:
- Walkable surfaces: the terrain height, plus the pier: its access ramp, the deck and the wider head (the village's
walklist). You stand on the highest surface your feet can reach. - Solids: oriented boxes round the stilt houses, and the pier railings.
- Tree trunks: palms and jungle trees from a spatial hash with 8 m cells, so only nearby trunks are tested.
#Life around you
- Crabs on the south beach side-step, scuttle away from you, burrow into the sand when cornered and pop up somewhere else later.
- Gulls circle the lagoon as a flock. Now and then one folds its wings, dives into the sea with a splash and flies back up.
- Grass bends under your feet: the walker's body is a NatureGL Grass trampler with a 0.55 m radius. Trampling only happens on foot; in the boat or the drone the body is moved far out of the way.
#Good places to walk
The dirt path runs from the jungle hill in the north-west down through the village to the foot of the pier. The pier is 114 m long and ends in a wider landing, where the boat is moored. The east side of the pier head has no railing: step off it and you drop into deep water. See Swimming and diving.