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:
Casltevania Series SNES/PS1/GBA - Whip:
Starting with Castlevania V for the SNES in 1991, the series started implementing dynamic physics to the player character's whip in most of its 2D games since.
Tomb Raider Series PS1 - Lara's Hair:
All early Tomb Raiders games starting with the 2nd implemented dynamic phisics for Lara's hair. I can't remember if other objects also made use of the code, and wouldn't be surprised if it happens to be the case.
Tekken Series PS1 - Kimono belts:
Many character had flailing kimono belts implemented through dynamic rope physicis.
Zelda N64 - Multiple:
This series curiously sprinkled with minor uses of rope physics since its first 3D games. Other notable mentions: The fishing rod and Volvagia's hair in OoT, poweder keg's fuse in MM, ribbons hanging from enemie's weapons in WindWaker as well as the vines in the forest temple.
Conker Bad Fur Day - Climbable Ropes:
This game had surprisingly detailed rope physics for the climbable ropes littered throughout the game. Conker's tail itself seems to animate as some kind of waivy, floaty physics object too.
Can you guys think of other impressive early uses?
I'd like to take a time to apreciate impressive uses, and the evolution of that effect as used in shipped games.
Early examples:
Casltevania Series SNES/PS1/GBA - Whip:
Starting with Castlevania V for the SNES in 1991, the series started implementing dynamic physics to the player character's whip in most of its 2D games since.
Tomb Raider Series PS1 - Lara's Hair:
Tekken Series PS1 - Kimono belts:
Zelda N64 - Multiple:
Conker Bad Fur Day - Climbable Ropes:
Can you guys think of other impressive early uses?