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Some recent technical details: • Continued optimizing physics simulation to make the skirt's dynamics more natural. • Implemented dithered culling for the camera to ensure better optimization, while isolating camera collision to a separate layer to prevent the camera from getting stuck in walls or clipping through the character....

220,204 Aufrufe • vor 3 Monaten •via X (Twitter)

11 Kommentare

Profilbild von KrazyGinger
KrazyGingervor 3 Monaten

First time seeing this. Will be following and looking forward to seeing how this turns out

Profilbild von 🌌Kurai Kuma🌌
🌌Kurai Kuma🌌vor 3 Monaten

Woow! Me mas grande admiración por tu esfuerzo, se ve de buena calidad!

Profilbild von borcoli
borcolivor 3 Monaten

You and @shoujo_city should exchange some ideas

Profilbild von misaki_e46
misaki_e46vor 3 Monaten

Quite challenging the physics for cloth specifically the skirt and the animations used too

Profilbild von Angelina Ajimu
Angelina Ajimuvor 3 Monaten

Omg lycoris recoil game before gta 6

Profilbild von 梦泽
梦泽vor 3 Monaten

看着很有意思

Profilbild von Reinfall Jaloud
Reinfall Jaloudvor 3 Monaten

好多配件😲可以组枪吗?

Profilbild von Hridoy
Hridoyvor 3 Monaten

These kinds of technical updates are honestly my favorite. It's the small engineering details like camera culling and physics refinements that make the final experience feel premium. Keep cooking!

Profilbild von ShinyTinaVT
ShinyTinaVTvor 3 Monaten

What is this? it reminds me of Lycoris recoil, it will be on steam or itchio to follow it?

Profilbild von Oso_Quimera
Oso_Quimeravor 3 Monaten

😮✨️🖤💗👏 y esta belleza?!! Qué es?

Profilbild von 🌌Kurai Kuma🌌
🌌Kurai Kuma🌌vor 3 Monaten

Si hay algun demo o beta, me gustaría probarlo

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Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,703 Aufrufe • vor 10 Monaten