Playing around with some very fake yet still vaguely convincing rope physics
the rope is a quadratic Bezier curve whose middle handle (gray dot) is attached to a spring/damper to a fixed point (red dot) some distance below the midpoint of the two ends depending on the amount of slack in the rope.
If the slack is negative, the spring constant is increased for a nice tightening/vibrating effect.
Inspired by the sheer impossibility of making ropes not go crazy unstable using stock #unity3d physics features.
@t3ssel8r Hey, very nice result ! I'm wondering, are you using a custom resampler for this pixel perfect line result ? or the left view is just different display technic and you are using something like bresenham algorithm only for the right view ?
@deakcor both are Bresenham, but the left view is just rendered at a higher resolution (and subsequently murdered by video compression)
@t3ssel8r Nice! 🤩 Btw, I wrote a tutorial on how to implement something similar, in case you are interested! ☺️ https://www.alanzucconi.com/20...
@t3ssel8r stable, performant, looks awesome! it's definitely the way to do it since unity's physics are impossible to use 😄 Any chances you ever share that script on Github or something?
@t3ssel8r Nice.
@t3ssel8r Wooah how’d you do the pixel art effect though
@t3ssel8r If it's fake but it works then it's great.
@t3ssel8r Soo simple, with such great final effect.
@t3ssel8r tutorial is needed
@t3ssel8r I was wondering how you make your game output into pixel art, any guide/tutorial for that? Thanks!
@t3ssel8r Wow, this is clever lol. Amazing job
