I definitely prefer Oysi’s, it doesn’t clip through your character and (in my mind) looks a whole lot better. But both look beautiful.
All I know is that the second they do I’m snagging a copy. This would be a great way to mark “important” people in your game (idea totally not stolen from minecraft).
I thought so too, only because of the less lag. I asked him in-game today about his cape and he said it broke the character after a while though. Now I have to interrogate Oysi >:O
Edit:
Ninja posted me, haha. This is exactly the reason why I thought about these capes. I wanted to mark important helpers. :>
Oh hi. Yes, capes. Nice capes. Funny thing, I did actually fix that “lag” issue right after uploading that video, but I didn’t feel like making a new video just for that. I also did some experimentation on wind effects with different noise functions. But it became quite slow. As you see from the video, each frame takes about 8ms to calculate, and with the noise functions it took around 20ms. Still good enough for me to get 60 fps, but at the same time it’s not ideal.
I could post a new video of that, if you want me to? Provided I still have it.
I just finished my own version. It uses rope physics instead of fabric physics, but it still looks pretty nice. Oh, and its all open source! Feel free to use it as you wish.
[quote] Oh hi. Yes, capes. Nice capes. Funny thing, I did actually fix that “lag” issue right after uploading that video, but I didn’t feel like making a new video just for that. I also did some experimentation on wind effects with different noise functions. But it became quite slow. As you see from the video, each frame takes about 8ms to calculate, and with the noise functions it took around 20ms. Still good enough for me to get 60 fps, but at the same time it’s not ideal.
I could post a new video of that, if you want me to? Provided I still have it. [/quote]
[quote] I just finished my own version. It uses rope physics instead of fabric physics, but it still looks pretty nice. Oh, and its all open source! Feel free to use it as you wish.
So, you don’t do calculations horizontally which gives you much more performance but in the same time you’re losing many other specialties of that you could gain. Since it’s just a cape you don’t have to worry about collision detection which makes it much more faster. I liked it. Now it’s the same as Oysi’s? I think. But I still like Trey’s and mine more, because triangles, collisions and properly looking. I’ve also added resistance to mine with the collision detection. When you send a ball to it, it’ll try to stop and send it away from itself accordingly transfering energies. Same applies for player too, but these collision detections and ect eats way too much power: Cloth Simulation - Roblox
[quote] I just finished my own version. It uses rope physics instead of fabric physics, but it still looks pretty nice. Oh, and its all open source! Feel free to use it as you wish.
So, you don’t do calculations horizontally which gives you much more performance but in the same time you’re losing many other specialties of that you could gain. Since it’s just a cape you don’t have to worry about collision detection which makes it much more faster. I liked it. Now it’s the same as Oysi’s? I think. But I still like Trey’s and mine more, because triangles, collisions and properly looking. I’ve also added resistance to mine with the collision detection. When you send a ball to it, it’ll try to stop and send it away from itself accordingly transfering energies. Same applies for player too, but these collision detections and ect eats way too much power: http://www.roblox.com/Cloth-Simulation-place?id=137996622[/quote]
I definitely like the fact that you used triangles. But yeah, I was definitely aiming for performance over things like collision detection and triangles (although now I’m curious as to how much those things would slow it down). In any case though, your cloth simulation place is awesome!