retro games

  1. milk

    Real-time String-Theory, or how I learned to love and apreciate rope-physics in games.

    I've always found real time string/rope/ribbon physics to be fascinating, but they always seemed to be overshadowed by their show-offy brothers: Rigid-body and Fluid. I'd like to take a time to apreciate impressive uses, and the evolution of that effect as used in shipped games. Early examples...
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