A lot of people were using version 2, so I built on it with major improvements. Version 3 is a complete improvement — better performance, runtime control, and a few fun new features too.
I’m open to ideas — what would you have done differently with it?
Irony usually means saying the opposite of what you mean for humorous or dramatic effect — like saying “Great job!” after someone clearly messes up.
But what you said:
…is a direct insult, not irony. Then you followed it with:
That’s not ironic either — that’s just criticism of your design choice. There’s no contradiction or clever reversal. Just negativity.
Just for the record — calling something “stupid” and then saying “I’m being ironic” doesn’t really make it irony. It just came off as harsh.
I appreciate the feedback, but just to clarify — the goal of this system was always tail physics. It’s not meant to be a full physics engine or hair/cloth simulator.
I focused on optimization, UGC support, and runtime control — all specific to tails — because that’s where the demand and use case were (as seen from version 2’s popularity).
Physics tails are fun. Like ray tracing, it serves no practical use but it’s still appealing. If you’re looking to make a social game or focusing on realism, this is something you could use.
I meant like does it render it in a way that it cannot be inside a part? basically if the tail is facing a wall but ur really close to it, instead of going inside the wall it moves
That is an cool idea however it doesn’t respond to collisions. The tail reacts to linear and angular forces, from character locomotion, gravity, wind, and custom forces.