Post B8YLZjIUfIbTQ0wTzM by lina@vt.social
(DIR) More posts by lina@vt.social
(DIR) Post #B8YLZjIUfIbTQ0wTzM by lina@vt.social
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OMFG I just solved yesterday's Live2D physics mystery.The trick was to stop trying to make sense of the numbers geometrically, and just try writing buggy code.Wrote the dumbest bug I could think of, matched Live2D behavior 100% on the first try.Spot the bug...
(DIR) Post #B8YLZpoyPS9JeUBVRo by lina@vt.social
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This is now the third or fourth time I waste hours trying to "match the numbers", sketching out geometry, and trying random "sensible" formulas to match or approximate Live2D physics, and then the answer ends up being "just try doing the dumbest broken stuff you can think of".
(DIR) Post #B8YLZrrAqF67xtEI9g by lina@vt.social
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Now, having finally understood the behavior, I know it's nonsensical, and not even invariant with the original pendulum angle.Which means it will not be implemented in Ayagami. I hope nobody depends on this bug, but if they do, they can fix their model. Sorry.The goal I have is to implement physics that "feel" the same, in the sense of fluidity/drag/etc., as Live2D physics. To that extent I'm willing to implement fudge factors to correct for imprecision in the original.But not stuff like this, this is just a bug.