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Heroes & Generals Discussions

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Movement Validation #6 Air Movement

We’ve completed the airborne movement validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves while airborne, including how forward momentum carries through the jump and how mouse input influences player direction in the air.


What This Test Covers:

Forward momentum preservation while airborne

Airborne directional control via mouse movement

Airborne duration window

Trajectory stability during the airborne phase

Landing transition behavior

The side by side comparison uses original H&G reference footage alongside the current Unreal prototype build, aligned at the first airborne frame for accuracy.

This is not a visual showcase. Animations, assets, and presentations are placeholders.

The goal is to validate that Heroes & Generals’ airborne movement behavior and directional control can be reproduced faithfully in Unreal Engine.


Result:

Airborne duration remains consistent with the original jump validation tests.

Forward momentum continues through the airborne phase in the same way as the original game.

In side by side comparison, the airborne trajectory and directional control behavior align closely with the original RetoX engine movement.

166 Views

H&G start to die when they add BOTS in the game :X :X and it has a soo much lag for south america players T_T you have a treasure on hands, please make it amazing for US :X :X

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Our current project is a ground-up Unreal Engine rebuild of the Heroes & Generals experience, created with new code, new assets, and a long-term production vision.

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