Called the RDR System, this C++-only project was developed to showcase how the Advanced Locomotion System Refactored (ALS) can be integrated with Motion Matching features from the Game Animation Sample Project (GASP).

While it’s not a complete gameplay framework, the RDR System is designed to serve as a learning resource and a foundation for exploring advanced animation workflows. It’s available for free, as David Pusher combined two separate projects and a third-party asset with the goal of gaining a deeper understanding of how these systems work and, as he explained, sharing something that others might also find helpful.

RDR System features:

Hybrid locomotion system, built on top of ALS and GASP core logic, clean and extensible C++ foundation, suitable for learning or rapid prototyping;Seamless switching between first-person and third-person perspectives, both views fully supported with dedicated animations and weapon logic;Modular weapon component system, designed to work with both first- and third-person modes, includes ready-to-use animations for equipping, unequipping, and aiming weapons and supports placeholder visibility logic for cinematic transitions and mesh control;Motion Matching integration for smooth, realistic animation transitions, works in both first-person and third-person modes and blends responsive gameplay with high-fidelity motion capture data.

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