• 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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          7 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?

              • propitiouspanda@lemmy.cafe
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                3 hours ago

                “It’s simple” didn’t imply usage of game engine nor time.

                I also never said simple. I said easy.

                I challenged you by trying it yourself to see how easy it is. Have you tried doing it yourself? I’d wager not, and probably win said wager.

                Here’s a 5 minute tutorial in how to do it in Godot to get you started: https://www.youtube.com/watch?v=GURxA8MvkkM

                Now, reply to me with further excuses for why it’s “too hard.”