I appreciate the joke, but the rules are exactly why they go “oof”. The scarf has higher requirements for precision and a more constant overhead than a one-off giant summon.
You could make them go “oof” on the summon if you added a requirement that the lava properly flow along the ground and interact with all characters near the event.
Let me translate. Adding a completely new object with new rules is easy compared to modifying exist assets and it’s new a clothing peice. Cosmetics are hard to implement, especially a fucking scarf which is on top of all the major animation areas. Do the animations still look good? Do I need to adjust the cutscenes to account for which scarf is being warn? How does this affect lighting?
The scarf has higher requirements for precision and a more constant overhead than a one-off giant summon.
I mean, there’s a scarf.
And then there’s a scarf
You could make them go “oof” on the summon if you added a requirement that the lava properly flow along the ground and interact with all characters near the event.
I think the better question is “How many polygons do you want and what do you want them to do?”
Generally simulated fabrics look good as long as it is flapping in the wind like a flag and has no chance of interacting with any other objects, such as the person wearing a scarf.
The last two-minute-papers video on the subject makes it look like a solved problem, until you notice the stats in the corner are measuring “minutes per frame”
Exactly, the first request is so vague that you can just implement it in a way that doesn’t require any complicated programming magic, but a scarf has the implicit expectation to swing around and not intersect with the player or itself. Or worse, expect the player to summon a demon wearing a scarf!
Or you could go the JRPG way and make the scarf clip through everything including on cut scenes where the devs had 100% of control over the position of everything.
I appreciate the joke, but the rules are exactly why they go “oof”. The scarf has higher requirements for precision and a more constant overhead than a one-off giant summon.
You could make them go “oof” on the summon if you added a requirement that the lava properly flow along the ground and interact with all characters near the event.
Let me translate. Adding a completely new object with new rules is easy compared to modifying exist assets and it’s new a clothing peice. Cosmetics are hard to implement, especially a fucking scarf which is on top of all the major animation areas. Do the animations still look good? Do I need to adjust the cutscenes to account for which scarf is being warn? How does this affect lighting?
I mean, there’s a scarf.
And then there’s a scarf
I think the better question is “How many polygons do you want and what do you want them to do?”
Real time simulation of fabrics is a ongoing field of study. It has years of research behind it.
Generally simulated fabrics look good as long as it is flapping in the wind like a flag and has no chance of interacting with any other objects, such as the person wearing a scarf.
“You can choose to play as a mighty warrior, or a free-floating sentient scarf. One or the other.”
The last two-minute-papers video on the subject makes it look like a solved problem, until you notice the stats in the corner are measuring “minutes per frame”
Exactly, the first request is so vague that you can just implement it in a way that doesn’t require any complicated programming magic, but a scarf has the implicit expectation to swing around and not intersect with the player or itself. Or worse, expect the player to summon a demon wearing a scarf!
(Still a good joke though)
Or you could go the JRPG way and make the scarf clip through everything including on cut scenes where the devs had 100% of control over the position of everything.
Scarf on the demon is probably fine :) They can bake it into the new movement frames. Player has all kinds of focus and real time physics :)