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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-이동-속도-movement-speed | 이동 속도 (Movement Speed) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
|
이동 속도 (Movement Speed)
매 한 줄
"매 속도는 단순 숫자가 아니라 시스템". 게임·시뮬레이션·로보틱스의 avatar/agent movement speed는 input → physics → animation → network sync까지 가로지르는 cross-cutting 값. 잘못 설정하면 motion sickness (VR), input lag, 서버 보정 폭주, balance 붕괴를 일으킨다 — architecture-level 결정.
매 핵심
매 layered model
- Logical speed (units/s): 게임 규칙·서버 검증의 단위.
- Physics speed: 충돌·중력 step과 통합되는 값 (rigidbody.velocity).
- Animation speed: 발 미끄러짐(foot sliding) 방지 위해 logical에 동기화.
- Camera/feel speed: 체감용 오프셋 (FOV, head bob).
매 핵심 트레이드오프
- 빠를수록 즐거움 ↑ (Doom-feel) but 레벨 design density ↓ (필요 공간 ↑).
- Network sync 비용: 빠른 client = 더 자주 보정. lag compensation 부담 ↑.
- VR/모션: 1.4 m/s (보행)을 넘으면 vection-induced motion sickness ↑.
매 응용
- FPS: walk/run/sprint/crouch 4-tier + lateral penalty.
- MMO: rubber-banding 방지를 위한 server reconciliation.
- VR: teleport 또는 snap-turn 옵션, continuous는 vignette + 저속 default.
- 자율주행 시뮬레이션: scenario별 speed parameterization.
💻 패턴
Unity character controller — 4-tier movement
public sealed class PlayerLocomotion : MonoBehaviour {
[SerializeField] float walkSpeed = 2.5f;
[SerializeField] float runSpeed = 5.0f;
[SerializeField] float sprintSpeed = 7.5f;
[SerializeField] float lateralPenalty = 0.85f;
[SerializeField] float acceleration = 30f;
CharacterController cc;
Vector3 velocity;
void Awake() => cc = GetComponent<CharacterController>();
void Update() {
var input = new Vector2(Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical"));
var target = ComputeTargetSpeed(input);
velocity = Vector3.MoveTowards(velocity, target,
acceleration * Time.deltaTime);
cc.Move(velocity * Time.deltaTime);
}
Vector3 ComputeTargetSpeed(Vector2 input) {
if (input.sqrMagnitude < 0.01f) return Vector3.zero;
var dir = transform.TransformDirection(new Vector3(input.x, 0, input.y));
var tier = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed
: Input.GetKey(KeyCode.LeftControl) ? walkSpeed
: runSpeed;
var sideMod = Mathf.Lerp(1f, lateralPenalty, Mathf.Abs(input.x));
return dir.normalized * tier * sideMod;
}
}
Animation speed sync (foot-sliding 방지)
void LateUpdate() {
var horizontal = new Vector3(velocity.x, 0, velocity.z).magnitude;
animator.SetFloat("Speed", horizontal);
animator.speed = Mathf.Clamp(horizontal / runSpeed, 0.5f, 1.5f);
}
Server-authoritative movement (FPS/MMO)
// Client: input prediction
const pendingInputs: Input[] = [];
function tick(input: Input, dt: number) {
pendingInputs.push(input);
predictedPos = simulate(predictedPos, input, dt);
socket.send({ seq: input.seq, dx: input.dx, dy: input.dy, dt });
}
// Server: validate speed
function applyInput(state: PlayerState, input: ClientInput) {
const distance = Math.hypot(input.dx, input.dy);
const maxAllowed = MAX_SPEED * input.dt * SPEED_TOLERANCE; // 1.05x
if (distance > maxAllowed) {
metrics.inc('speedhack.suspect', { player: state.id });
return state; // 거부
}
state.x += input.dx; state.y += input.dy;
state.lastSeq = input.seq;
return state;
}
// Client: reconciliation on server snapshot
function onSnapshot(snap: ServerSnapshot) {
authoritativePos = snap.pos;
pendingInputs.splice(0, pendingInputs.findIndex(i => i.seq > snap.lastSeq));
predictedPos = pendingInputs.reduce(
(p, i) => simulate(p, i, i.dt), authoritativePos);
}
VR motion sickness mitigation
// Unity XR Interaction Toolkit
public sealed class VrComfortLocomotion : MonoBehaviour {
[SerializeField] float comfortSpeed = 1.4f; // human walking
[SerializeField] float vignetteThreshold = 0.7f;
[SerializeField] CanvasGroup vignette;
void Update() {
var v = controller.velocity.magnitude;
// 빠를수록 vignette 깊게
vignette.alpha = Mathf.Clamp01(v / comfortSpeed - vignetteThreshold);
}
}
Difficulty/scenario-based parameterization
# scenarios/highway-merge.yaml — 자율주행 sim
ego:
max_speed: 30 # m/s = 108 km/h
comfort_accel: 2.0
npcs:
- kind: car
behavior: aggressive
max_speed: 35
target_gap_s: 0.8
- kind: car
behavior: cautious
max_speed: 25
target_gap_s: 2.0
Speed curve (acceleration profile)
# 선형 가속은 부자연 — easing 적용
def smooth_accel(current: float, target: float, dt: float, tau: float = 0.15):
"""exponential approach — feels organic"""
alpha = 1 - math.exp(-dt / tau)
return current + (target - current) * alpha
매 결정 기준
| 상황 | Default speed | 비고 |
|---|---|---|
| Realistic FPS (Tarkov-like) | walk 1.5 / run 4.5 / sprint 6 m/s | server tick 30Hz |
| Arcade FPS (Doom Eternal) | run 12 m/s + dash | server-authoritative 약식 |
| VR continuous | 1.4 m/s + vignette | 또는 teleport |
| MMO open world | mount 8-15 m/s, 기본 5 m/s | LOD 반경 ∝ speed |
| 자율주행 sim | 시나리오별 parameter file | per-scenario override |
기본값: walk 1.5 / run 5 / sprint 7.5 m/s. VR은 1.4 m/s. 모두 server-authoritative validation.
🔗 Graph
🤖 LLM 활용
언제: 새 게임 prototyping 시 baseline tuning, VR comfort 검토. 언제 X: 정밀 물리 시뮬레이션 (CFD, FEM) — 별도 도메인.
❌ 안티패턴
- Animation speed =
Time.deltaTime미곱: 프레임률에 따라 속도 변동. - Client-authoritative speed: speedhack 무방비.
- 단일 speed value: walk/run/sprint 구분 없으면 UX 빈약.
- VR에서 5 m/s 연속 이동: 멀미 보장.
- 가속 0 (instant): 캐릭터가 미끄러지는 느낌.
🧪 검증 / 중복
- Verified (Unity XR Toolkit docs 2026; Valve Source SDK movement; Oculus VR comfort guidelines).
- 신뢰도 B (도메인이 architecture 가장자리).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — layered speed model·server validation·VR comfort |