• Bimfred@lemmy.world
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    10 hours ago

    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”.

    • propitiouspanda@lemmy.cafe
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      10 hours ago

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

      Yeah, skill issue.

      • Bimfred@lemmy.world
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        10 hours ago

        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.

        • propitiouspanda@lemmy.cafe
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          10 hours ago

          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.

          • Bimfred@lemmy.world
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            9 hours ago

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

              • Bimfred@lemmy.world
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                8 hours ago

                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.

                  • Bimfred@lemmy.world
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                    6 hours ago

                    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?