I'm curious how enormous characters that act both as entities and environments are implemented. I'm thinking of characters like in Shadow of the Colossus which move, but which the player can also move on.
It seems these objects would be created as characters, rigged like any character would be with their various animations, but they would also need to be usual physical surfaces that we can walk on. Considering the way characters are handled compared to how static environment is handled physically in most game engines, this could prove problematic, and added to that is the problem of size.
So, generalising over engine details (but assuming you have a generic physics/character engine, e.g. Unity/Unreal) what approach should be taken?
As you can see in this screenshot, the colossus is really big, and the player can walk on it and climb on some parts of it (hairs mostly)
And a video of a boss fight here which really shows what this gameplay is all about