Just to close the circuit. If you do ever make the move to VR, frame times go way down and arc accuracy requirements for the very tip of the blade go way up. You are going to get really frustrated that you can’t just…
> There are plenty reasons that it might be true that no games that you know of shipped with a robust real-time solver for sword-sword collisions other than computational complexity. This is the kind of comment that…
I’ve had this thought. You know what I worry, though— even if I did have a vividly realized simulation of a human body accurate enough to engage in realistic medieval melee combat, wouldn’t I just have her sit at home…
Appreciate the comment, but I want stress that the problem really is the computational complexity. (Or at least, computational complexity really is a serious problem.) If everything in your world behaves like a bullet,…
I don’t know specifically, but the general trick is to get your approximate solve to have the impact happen at a consistent time, since that’s what players have fine-grained control over. Other stuff involved in…
Fun side note to this: although bullet collisions are trivial, sword collisions are genuinely computationally complex, in the sense that I’m not aware of a single publicly available game engine that ships with a robust…
Just to close the circuit. If you do ever make the move to VR, frame times go way down and arc accuracy requirements for the very tip of the blade go way up. You are going to get really frustrated that you can’t just…
> There are plenty reasons that it might be true that no games that you know of shipped with a robust real-time solver for sword-sword collisions other than computational complexity. This is the kind of comment that…
I’ve had this thought. You know what I worry, though— even if I did have a vividly realized simulation of a human body accurate enough to engage in realistic medieval melee combat, wouldn’t I just have her sit at home…
Appreciate the comment, but I want stress that the problem really is the computational complexity. (Or at least, computational complexity really is a serious problem.) If everything in your world behaves like a bullet,…
I don’t know specifically, but the general trick is to get your approximate solve to have the impact happen at a consistent time, since that’s what players have fine-grained control over. Other stuff involved in…
Fun side note to this: although bullet collisions are trivial, sword collisions are genuinely computationally complex, in the sense that I’m not aware of a single publicly available game engine that ships with a robust…