Cause that was the task. Add soft body physics to Jedi Outcast, which is running on a modified Quake 3 Arena engine. Or create a new animation rig and redo all of the character animations. And you did it in three minutes. So show your work.
Cause that was the task. Add soft body physics to Jedi Outcast, which is running on a modified Quake 3 Arena engine. Or create a new animation rig and redo all of the character animations. And you did it in three minutes. So show your work.
Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.
Right. Go add capes that aren’t just rigged to the existing skeleton to Jedi Outcast or Morrowind, then come back and tell me how easy it was.
I didn’t think I’d have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn’t set up for them from the start, implementing them is not as simple as “just plop it in there bruh”.
A character model is made up of “slots”. The head slot, the chest slot, the legs slot and so on. When you equip a piece of gear, it replaced the body mesh in that slot. So a helmet model replaces the head, a cuirass replaces the chest, I think you follow. If you want a piece of gear to only partially cover the character, you need to create a new slot. But gear is easy to implement, since it conforms to the character’s “body” and uses the same animations.
Now add a scarf. First, you need to create a new slot, so that equipping the scarf doesn’t replace the head or chest. And then comes the question of animations. Are you going to have the scarf just lay flat against the character? That’s the easiest approach, but it’ll be completely static, look like ass and probably clip through at least some of your armors. You could use a cloth sim. If your scarf mesh has enough polygons, it’ll look the best. But it’s also computationally expensive, especially if you go with mesh-based collisions for maximum eye candy. And what types of objects can the scarf collide with? Just the character, or world objects as well? Every object the scarf collides with will create a whole new slew of physics calculations, all the time, dropping your performance in the gutter like a mob snitch. Or you could create a bespoke rig for the scarf. It’ll look better than a static object and won’t have a notable performance hit, but won’t look as good as the cloth sim, especially since it won’t collide properly with whatever else your character is wearing. And you’d need to create matching animations for literally every animation the character can possibly do. Every. Single. One. Your animators would want to murder you. And they will, when you come back to them a little later and say “Okay, real impressed with the scarf, now let’s make 5 different ones. And I want capes.”
TL;DR: It’s not just another piece of gear.
But exactly because of that, they don’t have yeet. Long periods of low thrust are great for long duration missions, like satellites, stations and interplanetary probes, awful for a TLI burn.
Ion and plasma drives. They’re electric and work very well. All the thrust of a hefty fart, but high specific impulse allows them to burn for a long time, so they’re great for maneuvering in the vacuum.
I lose Virtual Desktop for my wireless VR, 3ds Max and Solidworks for CAM. If all I did was gaming, media and browsing, I’d switch. Which is why my HTPC, only used for couch gaming and media, is running Bazzite.
Counterpoint: Blender was the first 3d modeling tool I tried and I bounced off that UX so hard that I haven’t touched it in nearly 20 years. Sometimes a bad UX is just bad UX.
The average velocity across the entire trip would have to be several hundred km/s. Average. Peak velocity would have to be a lot higher, to account for acceleration and deceleration. They’re claiming to have built a torch drive that beats the thrust power of all other (currently existing or in early development) propulsion methods by multiple orders of magnitude. Extraordinary claims require extraordinary evidence.
The centripetal acceleration. It’s going to ramp up fast. There’s also the concern of what’s gonna happen to the payload when it’s released, exits the vacuum chamber and smacks right the fuck into the dense low-level atmosphere at a significant Mach number. Cause that’s what has to happen if the goal is to reduce the need for onboard propellant.
I’d imagine having the propellant tanks, plumbing, valves and engines survive 10,000Gs without crumpling or deforming to the point of failure is going to be a bit of an issue. Any thin and lightweight structures like foldable solar panels (and their deployment mechanisms) are also going to be tricky.
Since you were so insistent that it’s simple, I told you to go and implement non-rigid capes to two old games that never had more than a rudimentary physics engine, and report back just how easy it was. And seeing how your reply, three minutes later, started with the words “Already done,” I can only assume that you did it. So do tell, how easy was it?