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What’s your preference, old-school physics-based web swinging or Insomniac’s cinematic style?? Older Spider-Man games (like Spider-Man 2 & Web of Shadows) had more satisfying player expression through realistic momentum & physics, but could look and feel janky. Insomniac’s games look better but feel restrictive, and sometimes jarring, in comparison...

281,551 views • 1 month ago •via X (Twitter)

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Spiderwoman in your town Seedance 2.0 on FlovaAI prompt 45-Second Cinematic AI Video Prompt** 45 seconds, photorealistic, cinematic superhero film, ultra-detailed, 8K HDR, realistic physics, dynamic camera movement, fast-paced editing, dramatic lighting, natural facial expressions, high-end VFX, Japanese female lead, no text, no watermark. **Main Character:** A beautiful young **Japanese woman** in her early 20s with fair skin, soft natural makeup, expressive dark brown eyes, and shoulder-length black hair tied into a low ponytail. She wears an **oversized light blue knit sweater**, loose gray pants, and white sneakers throughout the story. Maintain identical facial identity, hairstyle, body proportions, and outfit consistency across every scene. ### Scene 1 (0–6s) – The Spider Bite Inside a cozy modern apartment during the afternoon. Extreme macro close-up as a glowing crystal-like translucent spider slowly crawls onto the back of the Japanese woman's neck. The spider sparkles with iridescent blue light before gently biting her. A glowing blue spider-shaped mark appears beneath her skin, sending shimmering energy across her neck. She gasps softly and turns in surprise. Cinematic macro lens, shallow depth of field, dramatic lighting. ### Scene 2 (6–12s) – Powers Awakening She walks through her apartment wearing her oversized **light blue sweater** and gray pants. Suddenly books, mugs, and small household objects begin floating around her. Confused, she raises her hands, and a metallic glowing spider web suddenly shoots from her wrist, sticking to a distant wall. Her eyes widen in shock before she smiles with excitement. Fast push-in camera, floating debris, cinematic energy effects. ### Scene 3 (12–21s) – First Leap She steps onto the balcony of a towering skyscraper overlooking a massive modern metropolis under bright daylight. Without hesitation she leaps into open air. The camera rotates as she freefalls upside down between towering glass skyscrapers. Just before reaching another building, she fires brilliant silver-blue web lines from both wrists and swings powerfully through the city. Dynamic drone shots, rapid FPV movement, realistic wind simulation, superhero movie energy. ### Scene 4 (21–31s) – Web Acrobatics An adrenaline-filled montage of spectacular web-swinging through narrow urban streets, soaring between skyscrapers, performing flips above busy intersections, landing gracefully on rooftops, vaulting across glass towers, and gliding over a luxurious rooftop infinity pool overlooking the skyline. The camera alternates between cinematic tracking shots, aerial drone views, slow-motion hero moments, and fast FPV chase sequences. Bright daylight, highly realistic reflections, cinematic action. ### Scene 5 (31–36s) – Sunset Break Golden-hour sunset. A peaceful wide cinematic shot shows her sitting comfortably on a high steel construction beam far above the city. She casually eats a sandwich while admiring the glowing skyline. Gentle breeze moves her ponytail and oversized **light blue sweater**. Warm orange sunlight creates a calm contrast to the previous action scenes. Emotional cinematic composition. ### Scene 6 (36–41s) – Neon Night Nighttime in a vibrant neon-lit alley filled with colorful reflections after light rain. She hangs upside down from a single web line, smiling warmly. A curious black cat sits calmly on a nearby windowsill staring back at her. Blue and pink neon lights reflect across her face and sweater while the city glows behind her. Slow cinematic camera orbit with soft depth of field. ### Scene 7 (41–45s) – Home Again She swings effortlessly back toward her apartment building, lands smoothly on her balcony, performs a stylish flip into the living room, and collapses onto the sofa laughing happily. She pulls out her phone, starts chatting excitedly, and smiles as the camera slowly pulls away through the apartment window while the city lights sparkle outside. End with a cinematic superhero-style closing shot. **Visual Style:** Hollywood superhero movie aesthetic, photorealistic, cinematic color grading, realistic cloth simulation, physically accurate web physics, dynamic lighting, volumetric sunlight, realistic facial animation, expressive emotions, smooth character consistency, high-speed action choreography, premium VFX, ultra-detailed environments, crisp reflections, motion blur, dramatic camera transitions, IMAX-quality visuals, 8K HDR.

Aaliya

51,550 views • 10 days ago

🧱 #Live3D #Live2D #HandTracking 🧱 I spent some time refining the way I use Warp Deformers to create lateral physics-based swinging motion in Live2D. With a new production concept, I tried to achieve the highest possible level of mathematical precision. At the core are two fundamental swinging structures, which I can mix in different proportions to create different qualities of motion. The first is parallel swinging. Both sides of the Warp Deformer remain perfectly parallel throughout the motion, making it look somewhat like a sheet of paper or a tassel. The second is bending swinging. The angle between the two sides of the Warp Deformer changes as it moves, making it look more like a flexible tube or a tail. (0:12)Interestingly, when I layer the first and second structures together, the bottom forms an X-shaped pattern as it swings. It looks a little like a spine or some kind of mechanical structure. (0:23)The third structure is an equal blend of the first and second. Its characteristics are much more neutral, combining the qualities of both. (0:35)The fourth and fifth structures are created by smoothly blending the first structure into the center of the second, and the second into the center of the first, respectively. This makes them appear softer and more flexible, somewhat like a piece of fabric. (0:28)Interestingly, when I blend the fourth and fifth structures equally, the result is exactly identical to the third structure. This also demonstrates that, despite their apparent complexity, the two are actually perfect mirror images of each other. Every physics-based motion shown here uses a two-segment pendulum structure, with a swinging range of ±90°. In theory, when curled to its limit, it can bend upward into a perfect semicircle. To most people, this may look as boring as a brick. But to me, this is exactly where the romance of Live2D physics lies. Does anyone else feel the same way?

📐Hephaestus📏Live2D匠人魂

18,984 views • 6 days ago

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

48,636 views • 7 months ago

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Eyenidim

11,168 views • 19 days ago

In addition to better graphics, current-gen only game design affords gameplay benefits and flexibility folk might not even realise. Insomniac devs were on record about how Spider-Man 2 was able to have faster travel velocity by not being limited to PS4's slow HDD and asset streaming. PS4's mechanical drive simply couldn't keep up with the data demands of faster traversal at the fidelity desired, hence the original Spider-Man had to move/swing slower. Unlike PC's, consoles don't have ultra fast system ram to fall back on either. When you play Spider-Man 2, the added mobility speed, flight, hovering, much faster swinging etc, is not just breathtaking, but it all makes a tangible difference to traversal and its overall fun factor. Gameplay video showcasing how. Another example of the design benefits current-gen only game design can afford, is Horizon Forbidden West Burning Shores. Guerilla Games spoke on how they ditched being cross-gen for the DLC, in order to allow for the high above the clouds dynamic flight and draw distance that came with it, as well as the absolutely massive and technically marvelous final boss fight. It's these sorts of things that have me wanting publishers to drop cross-gen game design as soon as absolutely possible in any given gen (though I appreciate it may not always be financially sensible). It's also why I wish more tentpole cross-gen games and exclusives this gen, had been current-gen only. #SpiderMan2 #PS5 #PS5Pro

NIB

37,686 views • 11 months ago