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choas

Scheduled Pinned Locked Moved Programmer Humor
programmerhumor
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  • B [email protected]

    minecraft allows left-handedness ever since they added the off-hand mechanic

    P This user is from outside of this forum
    P This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #95

    I think before that even

    1 Reply Last reply
    0
    • match@pawb.socialM [email protected]

      Now try to identify if it's a fish

      thebat@lemmy.worldT This user is from outside of this forum
      thebat@lemmy.worldT This user is from outside of this forum
      [email protected]
      wrote on last edited by
      #96

      There's no such thing called fish.

      - Stephen Jay Gould (Biologist)

      C 1 Reply Last reply
      1
      • P [email protected]

        or you’re asking me to implement an accessory-anchor system all for the sake of a scarf

        It... shouldn't be that difficult?

        It's literally adding another piece of gear, like gloves, breastplate, helmet, etc. Now just repeat the process for a scarf.

        thebat@lemmy.worldT This user is from outside of this forum
        thebat@lemmy.worldT This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #97

        You're assuming the game in question already had character customization in place.

        P 1 Reply Last reply
        2
        • P [email protected]

          or you’re asking me to implement an accessory-anchor system all for the sake of a scarf

          It... shouldn't be that difficult?

          It's literally adding another piece of gear, like gloves, breastplate, helmet, etc. Now just repeat the process for a scarf.

          B This user is from outside of this forum
          B This user is from outside of this forum
          [email protected]
          wrote on last edited by
          #98

          A character model is made up of "slots". The head slot, the chest slot, the legs slot and so on. When you equip a piece of gear, it replaced the body mesh in that slot. So a helmet model replaces the head, a cuirass replaces the chest, I think you follow. If you want a piece of gear to only partially cover the character, you need to create a new slot. But gear is easy to implement, since it conforms to the character's "body" and uses the same animations.

          Now add a scarf. First, you need to create a new slot, so that equipping the scarf doesn't replace the head or chest. And then comes the question of animations. Are you going to have the scarf just lay flat against the character? That's the easiest approach, but it'll be completely static, look like ass and probably clip through at least some of your armors. You could use a cloth sim. If your scarf mesh has enough polygons, it'll look the best. But it's also computationally expensive, especially if you go with mesh-based collisions for maximum eye candy. And what types of objects can the scarf collide with? Just the character, or world objects as well? Every object the scarf collides with will create a whole new slew of physics calculations, all the time, dropping your performance in the gutter like a mob snitch. Or you could create a bespoke rig for the scarf. It'll look better than a static object and won't have a notable performance hit, but won't look as good as the cloth sim, especially since it won't collide properly with whatever else your character is wearing. And you'd need to create matching animations for literally every animation the character can possibly do. Every. Single. One. Your animators would want to murder you. And they will, when you come back to them a little later and say "Okay, real impressed with the scarf, now let's make 5 different ones. And I want capes."

          TL;DR: It's not just another piece of gear.

          P 1 Reply Last reply
          4
          • deceptichum@quokk.auD [email protected]
            This post did not contain any content.
            thebat@lemmy.worldT This user is from outside of this forum
            thebat@lemmy.worldT This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #99

            Sure. Player character? No.

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            2
            • E [email protected]

              Only in 3D. In 2D, you slap some pixels on top and there's your scarf:

              mojofrododojo@lemmy.worldM This user is from outside of this forum
              mojofrododojo@lemmy.worldM This user is from outside of this forum
              [email protected]
              wrote on last edited by
              #100

              and add a couple of frames to the sprite sheet in order to animate the scarf if that's required.

              1 Reply Last reply
              3
              • E [email protected]

                Only in 3D. In 2D, you slap some pixels on top and there's your scarf:

                charzard4261@programming.devC This user is from outside of this forum
                charzard4261@programming.devC This user is from outside of this forum
                [email protected]
                wrote on last edited by [email protected]
                #101

                I tend to find it's the other way around. Once you've got a scarf modelled and rigged, it'll work* for all animations, but for animated 2D sprites you have a lot more things to do.

                * May have visual artifacts like clipping

                1 Reply Last reply
                10
                • lillypip@lemmy.caL [email protected]

                  There’s already a codebase for bursting from the ground in an explosion of lava. Everyone wants that.

                  You’re the first person asking for a scarf, and our system doesn’t even know what a neck is.

                  bjoern_tantau@swg-empire.deB This user is from outside of this forum
                  bjoern_tantau@swg-empire.deB This user is from outside of this forum
                  [email protected]
                  wrote on last edited by
                  #102

                  Time for the old NPC-with-a-train-for-a-hat trick.

                  1 Reply Last reply
                  13
                  • B [email protected]

                    A character model is made up of "slots". The head slot, the chest slot, the legs slot and so on. When you equip a piece of gear, it replaced the body mesh in that slot. So a helmet model replaces the head, a cuirass replaces the chest, I think you follow. If you want a piece of gear to only partially cover the character, you need to create a new slot. But gear is easy to implement, since it conforms to the character's "body" and uses the same animations.

                    Now add a scarf. First, you need to create a new slot, so that equipping the scarf doesn't replace the head or chest. And then comes the question of animations. Are you going to have the scarf just lay flat against the character? That's the easiest approach, but it'll be completely static, look like ass and probably clip through at least some of your armors. You could use a cloth sim. If your scarf mesh has enough polygons, it'll look the best. But it's also computationally expensive, especially if you go with mesh-based collisions for maximum eye candy. And what types of objects can the scarf collide with? Just the character, or world objects as well? Every object the scarf collides with will create a whole new slew of physics calculations, all the time, dropping your performance in the gutter like a mob snitch. Or you could create a bespoke rig for the scarf. It'll look better than a static object and won't have a notable performance hit, but won't look as good as the cloth sim, especially since it won't collide properly with whatever else your character is wearing. And you'd need to create matching animations for literally every animation the character can possibly do. Every. Single. One. Your animators would want to murder you. And they will, when you come back to them a little later and say "Okay, real impressed with the scarf, now let's make 5 different ones. And I want capes."

                    TL;DR: It's not just another piece of gear.

                    P This user is from outside of this forum
                    P This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #103

                    TL;DR: It’s not just another piece of gear.

                    Yes it is. It's identical to adding a cape.

                    TL;DR: skill issue

                    B 1 Reply Last reply
                    1
                    • thebat@lemmy.worldT [email protected]

                      You're assuming the game in question already had character customization in place.

                      P This user is from outside of this forum
                      P This user is from outside of this forum
                      [email protected]
                      wrote on last edited by
                      #104

                      I mean, if it doesn't then it's just adding to the model.

                      Django from Boktai had a scarf. I doubt it was difficult to add.

                      Even then, it becomes a problem of adding a gear system at all and a scarf is pretty irrelevant.

                      1 Reply Last reply
                      0
                      • P [email protected]

                        TL;DR: It’s not just another piece of gear.

                        Yes it is. It's identical to adding a cape.

                        TL;DR: skill issue

                        B This user is from outside of this forum
                        B This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #105

                        I didn't think I'd have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn't set up for them from the start, implementing them is not as simple as "just plop it in there bruh".

                        P 1 Reply Last reply
                        2
                        • B [email protected]

                          I didn't think I'd have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn't set up for them from the start, implementing them is not as simple as "just plop it in there bruh".

                          P This user is from outside of this forum
                          P This user is from outside of this forum
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                          wrote on last edited by
                          #106

                          I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.

                          Yeah, skill issue.

                          B 1 Reply Last reply
                          0
                          • P [email protected]

                            I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.

                            Yeah, skill issue.

                            B This user is from outside of this forum
                            B This user is from outside of this forum
                            [email protected]
                            wrote on last edited by
                            #107

                            Right. Go add capes that aren't just rigged to the existing skeleton to Jedi Outcast or Morrowind, then come back and tell me how easy it was.

                            P 1 Reply Last reply
                            1
                            • B [email protected]

                              Right. Go add capes that aren't just rigged to the existing skeleton to Jedi Outcast or Morrowind, then come back and tell me how easy it was.

                              P This user is from outside of this forum
                              P This user is from outside of this forum
                              [email protected]
                              wrote on last edited by [email protected]
                              #108

                              Already done.

                              Soft-body physics aren't hard.

                              In fact, I challenge you to do it yourself so you can see exactly how easy it is.

                              B 1 Reply Last reply
                              0
                              • P [email protected]

                                Already done.

                                Soft-body physics aren't hard.

                                In fact, I challenge you to do it yourself so you can see exactly how easy it is.

                                B This user is from outside of this forum
                                B This user is from outside of this forum
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                                wrote on last edited by
                                #109

                                Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.

                                P 1 Reply Last reply
                                1
                                • M [email protected]

                                  https://xkcd.com/1425

                                  Alt text: In the 60s, Marvin Minsky assigned a couple of undergrads to spend the summer programming a computer to use a camera to identify objects in a scene. He figured they'd have the problem solved by the end of the summer. Half a century later, we're still working on it.


                                  Edit: seems I'm the third person to comment this! :')

                                  B This user is from outside of this forum
                                  B This user is from outside of this forum
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                                  wrote on last edited by
                                  #110

                                  I love how this is actually an example of progress. These days, ML can be used for this kinda thing and it's not too bad at it even.

                                  1 Reply Last reply
                                  8
                                  • M [email protected]

                                    https://xkcd.com/1425

                                    Alt text: In the 60s, Marvin Minsky assigned a couple of undergrads to spend the summer programming a computer to use a camera to identify objects in a scene. He figured they'd have the problem solved by the end of the summer. Half a century later, we're still working on it.


                                    Edit: seems I'm the third person to comment this! :')

                                    G This user is from outside of this forum
                                    G This user is from outside of this forum
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                                    wrote on last edited by
                                    #111

                                    https://code.flickr.net/2014/10/20/introducing-flickr-park-or-bird/

                                    This page about it still exists, but I guess the identification site died with Flickr.

                                    1 Reply Last reply
                                    1
                                    • P [email protected]

                                      Legend of Zelda did it well.

                                      Honestly, I think a major issue with doors is that they just slow down gameplay.

                                      It's like coming across a ladder only every building has one.

                                      I This user is from outside of this forum
                                      I This user is from outside of this forum
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                                      wrote on last edited by
                                      #112

                                      Almost all game-slowing doors are just hidden loading screen baked into the gameplay.

                                      M 1 Reply Last reply
                                      2
                                      • B [email protected]

                                        Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.

                                        P This user is from outside of this forum
                                        P This user is from outside of this forum
                                        [email protected]
                                        wrote on last edited by
                                        #113

                                        Why are you mentioning the Quake 3 engine?

                                        B 1 Reply Last reply
                                        0
                                        • P [email protected]

                                          Why are you mentioning the Quake 3 engine?

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                                          wrote on last edited by [email protected]
                                          #114

                                          Cause that was the task. Add soft body physics to Jedi Outcast, which is running on a modified Quake 3 Arena engine. Or create a new animation rig and redo all of the character animations. And you did it in three minutes. So show your work.

                                          P 1 Reply Last reply
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