choas
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Only in 3D. In 2D, you slap some pixels on top and there's your scarf:
wrote on last edited by [email protected]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
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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.
Time for the old NPC-with-a-train-for-a-hat trick.
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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.
TL;DR: It’s not just another piece of gear.
Yes it is. It's identical to adding a cape.
TL;DR: skill issue
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You're assuming the game in question already had character customization in place.
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.
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TL;DR: It’s not just another piece of gear.
Yes it is. It's identical to adding a cape.
TL;DR: skill issue
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".
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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".
I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.
Yeah, skill issue.
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I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.
Yeah, skill issue.
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.
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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.
wrote on last edited by [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.
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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.
Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.
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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! :')
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.
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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! :')
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.
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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.
Almost all game-slowing doors are just hidden loading screen baked into the gameplay.
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Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.
Why are you mentioning the Quake 3 engine?
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Why are you mentioning the Quake 3 engine?
wrote on last edited by [email protected]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.
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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.
Where is it mentioned that is that task?
Also, where are you getting 3 minutes from?
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Where is it mentioned that is that task?
Also, where are you getting 3 minutes from?
wrote on last edited by [email protected]Since you were so insistent that it's simple, I told you to go and implement non-rigid capes to two old games that never had more than a rudimentary physics engine, and report back just how easy it was. And seeing how your reply, three minutes later, started with the words "Already done," I can only assume that you did it. So do tell, how easy was it?
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The giant is easy. The ground is easy. The lava though... Do you want the particles to stick together? To visually connect? To collide with each other? To interact with dynamic objects?
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Only in 3D. In 2D, you slap some pixels on top and there's your scarf:
Do you have the Orb yet?
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This comic is so old, that both should be rather easy now
wrote on last edited by [email protected]TBF it had been a long standing problem for roughly a half century before this. Specifically birds were the thing researchers tried to identify first, which is probably the reference here.
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There's no such thing called fish.
- Stephen Jay Gould (Biologist)
wrote on last edited by [email protected]Or there's fish and we are one, or there's fish but hagfish, dogfish and lungfish are something else.
I guess we could return to medieval and say it's based on shape not taxonomy, too, so whales would be fish.