We built a new Voxel-Based Character Control that enables smooth navigation in cramped, complex and dynamic environments; it makes character movement more natural and fluid.
Fluid movement can be a problem, but "Voxel" is not what you did here, it's a marketing term. Maybe start with how a 2d collider for a 2d game should perhaps be a sphere smaller than the character (not a square, they get stuck on corners), and then say sth interesting about how you solved 3d. I am fairly certain that "voxel" isn't what happened, esp with the prior of "ECS".
We built a new Voxel-Based Character Control that enables smooth navigation in cramped, complex and dynamic environments; it makes character movement more natural and fluid.
Fluid movement can be a problem, but "Voxel" is not what you did here, it's a marketing term. Maybe start with how a 2d collider for a 2d game should perhaps be a sphere smaller than the character (not a square, they get stuck on corners), and then say sth interesting about how you solved 3d. I am fairly certain that "voxel" isn't what happened, esp with the prior of "ECS".