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Implemented RAGDOLL physics! Now u can smack Ashpit Worm loot around after defeating them lol #gamedev #indiedev

12,738 görüntüleme • 14 gün önce •via X (Twitter)

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d’Alembert’s Paradox: ν → 0 Is Not ν = 0 In 1752, Jean-le-Rond d’Alembert proved a result that still trips people up: An inviscid, incompressible, steady flow exerts zero drag on a body. No wake. No resistance. The equations let the fluid slip past as if the object weren’t there. The first animation shows exactly that world. The flow is ideal Euler flow. Streamlines bend around the body, accelerate, slow down, then recombine perfectly downstream. Nothing is left behind. The motion you see comes from pathlines moving through a steady velocity field, not from any evolving structure in the flow itself. The setup is the ideal fluid model: Euler (ν = 0) ρ(∂u/∂t + (u·∇)u) = −∇p ∇·u = 0 Assume steady flow and zero viscosity and the picture locks in. If the flow is also irrotational, ∇×u = 0, you can write u = ∇φ and the problem collapses to potential flow: ∇²φ = 0 u = ∇φ The force on the body comes entirely from pressure: F = −∮ p n dS D = F·eₓ Under these assumptions the pressure field is perfectly front–back symmetric, so the integral gives D = 0 That’s the paradox. Not a small correction. Zero. Now look at the second animation. This is the same geometry and the same inflow, but with viscosity turned on, even if it’s only a small amount. Navier–Stokes (ν > 0) ρ(∂u/∂t + (u·∇)u) = −∇p + μ∇²u ∇·u = 0 That extra term changes everything. A thin boundary layer forms near the surface. Separation becomes possible. Vorticity is generated and shed. A wake appears. Drag is no longer optional. The contrast is the point. Letting viscosity go to zero is not the same thing as setting it to zero. The inviscid limit deletes the mechanism that breaks time-reversal symmetry and allows energy dissipation. Once that mechanism is gone, wakes can’t exist, and drag vanishes by construction. #FluidDynamics #NavierStokes #EulerEquations #DAlembertParadox #BoundaryLayer #Physics

Mathelirium

27,053 görüntüleme • 7 ay önce

(Yes i know the movement is exaggerated, its just to show the motion, it also doeant move like jello when in vr) -Left is before, Right is after- Ok wall of text time for the nerds Literally everything is the same on both sides except the position of 1 bone (made sure that even after adjusting, the collider would still be in the same spot) The reason for this change is because she wanted to be able to clap her ass in vr, and last time i did this all i did was add a toggle for a hidden bone that moved, and its angle would trigger the sound. Which was because that with my previous position, the cheeks could never really meet in the middle when in motion unless you just pushed them together with your hands, and i wanted to just have the sound actually be triggered by them colliding with each other This is also the first time ive used endbones to help drive the movement, so now thanks to that and all my previous experimenting with squishing as well, I can now get bones to move exactly how i want them to move when in natural motion. And i know a lot of people are gonna ask me to teach them how or explain my thought process but i literally just go off feeling lmao. Like, i just kinda visualize in my head how i want the motion to look, and then i just kinda know where to put everything, so im not even sure how to even start explaining rip. I have the things that artist want where they can just make the shit in their head exactly how they envisioned it lol I have a few more ideas i want to try, so we'll see if theyre good enough to get a tweet lol Thank you for coming to my ted talk

Pixel

27,240 görüntüleme • 1 yıl önce

Look at how American children live! I filmed this on my way home from New York City after attending the World Falun Dafa Day parade a few days ago. I happened to get stuck behind a school bus, which kept stopping and delayed me quite a bit — but it also gave me a chance to closely observe the happy lives of these children. As you can see, the school bus drops each child off right at their home. Sometimes two houses are only five or ten meters apart, yet the bus still stops separately for each family. It doesn’t try to save time by dropping the children somewhere in between and making them walk home on their own. Around the 10-second mark in the video, you can see a small child get off the bus and cross the street to go home. That’s why in the United States, whenever a school bus stops, not only must all the cars behind it stop, but even the cars coming from the opposite direction must stop as well — all to ensure children can cross the road safely. I filmed both of these clips from inside my car. I was quite amazed that day, but I hadn’t had time to share them until now. Today I finally wanted to show everyone. This is what a society built for people looks like! And compare American children's lives with those of Chinese children! A follower of my Chinese language account 曾錚 says that a lot of Chinese middle and high-school students are just like prisoners, and their parents are only allowed to visit them at school once a month!

Inconvenient Truths — Jennifer Zeng Reports

17,740 görüntüleme • 4 ay önce

🚨 SCIENTISTS MAY HAVE FINALLY SOLVED ONE OF THE BIGGEST UNSOLVED PROBLEMS IN BLACK HOLE PHYSICS. For years, astrophysicists have struggled with the “final parsec problem”: even after two supermassive black holes get relatively close, they struggle to shed enough angular momentum to merge within the age of the universe. New 3D simulations reveal that magnetic fields in the gas disk surrounding a binary system can solve this. The fields trigger powerful outflows and jets that efficiently carry away angular momentum, allowing the two objects to spiral much closer together. The same mechanism also explains how some binary stars end up in extremely tight orbits. In the simulations, binaries without magnetic fields actually moved farther apart. With magnetic fields present, they rapidly lost angular momentum and migrated inward. Why this matters: • It provides a physically motivated solution to one of the biggest open problems in black hole astrophysics • Magnetic fields appear to be far more effective at removing angular momentum than previously modeled effects • The mechanism works for both star formation and black hole mergers • It shows that the environment around binaries (not just the objects themselves) plays a decisive role in their evolution The deeper implication: We often think of black holes and stars as isolated objects governed purely by gravity. But these simulations show that the magnetic fields threading the gas around them can fundamentally change their fate. By removing angular momentum through jets and outflows, magnetic fields act like a cosmic brake, allowing binaries to reach the tight configurations we observe. This doesn’t just help explain star formation it may finally tell us how the universe’s most massive black holes manage to merge and create the gravitational wave signals we’re now detecting. Sometimes the key to cosmic mergers isn’t gravity alone. It’s magnetism. How important do you think magnetic fields are in shaping the final stages of black hole mergers and binary star evolution? Follow for more frontier astrophysics and the hidden forces that govern the universe.

TheNewPhysics

18,359 görüntüleme • 3 ay önce

🌟 Fortnite Ecosystem v41.00 Update Summary 📅 June 5, 2026 🎮 Major Creator Updates: 1️⃣ Sidekicks as NPCs in UEFN Sidekicks are now available as scriptable NPCs in UEFN. Creators can customize how they look, animate them, script behavior with Verse, and even bring a player’s own Sidekick into an island experience. Important note: 🔹 Publishing islands with Sidekick NPCs opens July 23 🔹 Creature based islands may get new Discover opportunities 🔹 Great for monster battlers, cozy farming games, creature RPGs, companion adventures, and more 🔹 Epic plans to feature creature-based islands in a new creature-based Collection page 2️⃣ Custom Weapon Templates Creators can now use Scene Graph weapon templates for: 🔸 Pistol 🔸 SMG 🔸 Assault Rifle 🔸 Shotgun You can customize how weapons look, sound, and play, including mesh, VFX, audio, damage, fire rate, spread, and recoil. Important note: These Scene Graph entities are not compatible with older saving methods like the Save Point device. Epic says to use Verse persistence. 3️⃣ Mobile Controls Upgrade (Experimental) Big step for mobile friendly Fortnite games. 🔹 Touch Input Gestures 🔹 Custom touchscreen control layouts 🔹 Tappable custom HUD widgets 🔹 Verse API to detect touch enabled devices 🔹 New Designing for Mobile guide This should help genres like tycoons, puzzle games, menus, inventories, and mobile first UI feel way better. 4️⃣ Community Events Starting June 8, creators can create events in Fortnite Communities and share them in game. Events can show in: 🔸 Following tab 🔸 Creator Profile page 🔸 Island page 🔸 Island Lobby, if enabled Epic is also testing a Community Events row in Discover, but it will not show for all players and placement is not guaranteed. 🛠 UEFN Workflow Updates: 🔸 Push Changes now incrementally cooks only modified project parts 🔸 New Edit List Panel shows what is live and what still needs a push 🔸 Launch Session now combines multiple session actions 🔸 New Session Inspector gives better visibility into launch and Live Edit status 🔸 New Publishing Report helps catch issues before publishing 🔸 Improved Verse warning panel with direct VS Code links 🔸 New Editor Gizmo System 🔸 Physics setting moved into Island Settings 🔸 New Memory Snapshot tools help identify asset memory costs 🔸 Asset validation now warns when static meshes exceed 30k vertices at LOD0 Important Live Edit note: Live Edit is improved, but some changes can still require Push Changes. The new tools make it clearer what is already live and what still needs to be pushed. ⚠️ Important Publishing Change: Illegal Property Override warnings are now errors in v41.00. That means new or updated islands with these errors are blocked from publishing. Current published versions where the warning appeared will stay live. 👤 Follow a Developer Update: In v41.10, Epic will remove the Follow a Developer button from the Developer Profile Link device. The device itself will still be usable, and existing follower counts are not affected. If your island currently tells players to follow you through that device, update those callouts before v41.10. 🧑‍🚀 Hero Device Star Wars Update: More Star Wars characters have been added to the Hero device for Star Wars islands: 🔹 Luke Skywalker 🔹 Obi-Wan Kenobi 🔹 Mace Windu 🔹 Kylo Ren 🔹 IG-11 🔹 Moff Gideon 🔹 Boba Fett 🔹 Mandalorian (Pen & Ink), Clone Wars Anakin, and Clone Wars Ahsoka were also added to cosmetic-based devices 📦 New Content: 🌾 Cozy and Creature Tools 🔸 Plumpton Architecture Kit 🔸 Plumpton Farm Gallery 🔸 Pet Props Gallery 🔸 Updated foliage 🔸 Plumpton Feature Example ☕ New Prefabs and Galleries 🔹 Latte Landing Prop Gallery 🔹 Latte Landing Bun Store 🔹 Latte Landing Big Shots Cafe 🔹 Latte Landing Krunchy Krickets 🔹 Latte Landing Espresso Experiments 🔹 Latte Landing floors, walls, and roofs 🔹 More Plumpton props, plants, farm, pet shop, tavern, farmhouse, and more 🔫 New Weapons and Items: Weapons: 🔸 Vanguard Burst Rifle 🔸 The Voidblade’s Burst Rifle 🔸 Extending Focus Shotgun 🔸 Reacher Extending Shotgun 🔸 Chaos Exploder Rifle 🔸 Dark Voyager’s Chaos Rifle 🔸 Exotic Overdrive Pulse Rifle 🔸 Exotic Recon Bow 🔸 Exotic Leaping Lightning Gun Items: 🔹 Seven Sliders 🔹 Limitless Seven Sliders 🔹 Brick-a-Bunker 🏃 Player Movement Device Update: More movement settings are now available directly in the Player Movement device, giving creators better control over which players are affected. Includes: 🔸 Jump Fatigue 🔸 Slide Kick 🔸 Shoulder Bashing 🔸 Wall Kick 🔸 Roll Landing 🔸 Glider Redeploy 🔸 Player Flight 🔸 Flight Speed 🔸 Infinite Wall Kicks 🔸 Sprint and boosted jump energy costs 🧪 Experimental and Beta Updates: 🔹 Skeletal Animation in Scene Graph is now experimental 🔹 Physics remains Beta 🔹 Mobile touch controls and gesture support are experimental 🔹 Skeletal Animation in Scene Graph cannot be used in published islands yet 🛠 Community Bug Fixes: 🔸 Fixed server degradation from adding and removing entities 🔸 Fixed some Physics Materials not being exposed 🔸 Fixed some session launch cook errors 🔸 Fixed Fortnite not closing properly after launching a session through UEFN 🔸 Fixed crashes after repeated entity spawning and despawning 🔧 More Fixes: 🔹 Fixed quickbar and phone tool freezes 🔹 Fixed thumbnail capture preview actor issues 🔹 Fixed building on Instanced Static Meshes 🔹 Fixed Live Edit visual update issues 🔹 Fixed several editor crashes and performance issues 🔹 Fixed inventory UI not showing Fortnite item info correctly 🔹 Fixed multiple physics, movement, swimming, gliding, and launch pad issues 🔹 Fixed Scene Graph prefab and Verse path issues

Immature

15,577 görüntüleme • 3 ay önce