the vines in animal well display pixel perfect deformation when the pc moves through them. they also display rope physics but do not appear to be implemented by jointed segments of physics rigidbodies due to their pixel-perfect collision detection. they are completely soft and wrap around the pc as it moves through them, preserving length constraint. they are performant, hundreds of vines per area. finally, they are not completely straight, returning to a wiggly shape once they decelerate to a standstill. how is this done?
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2\$\begingroup\$ Users here will generally not be able to answer "how does game X achieve Y". Usually the only folks who know for sure are the devs who worked on that specific game, on that specific feature, and those few people might never use this site and never see your question, or be bound by NDAs that keep them from answering even if they do. It's usually better to ask "How can I achieve Y in my game". This opens the field to any answer that can help you, even if we don't know for sure whether it's the approach game X used. \$\endgroup\$– DMGregory ♦Commented yesterday
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