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You code a lot at night. What are you coding at the moment?

TL;DRRoberts is finishing physical skins, which embed physics geometry in armor and clothing for better collision, hit detection and cloth simulation; it's almost ready, probably not the next release but the one after, pending testing.

Chris RobertsCEO / Game Director

Well, I'm finishing up something that I started, I don't know, last year or something. I mean, I don't have that much time to really do all the coding, but I'm trying to finish up what we call physical skins. So all our characters in the game, the physics that determines whether you collide is defined on the skeleton. So the skeleton has a physical joint for like the arm and the hand and the head and the legs, but it's the same skeleton and the same physics geometry for every actor in the game, whether you've got heavy bulky armor on or you're just wearing thin clothes. And actually most games are like this. In fact, a lot of games just have a simple capsule that defines a character. But all our characters, when you see a helmet come on or they put the armor on... And that's what's called the skin, which is just geometry that gets mapped to the joints of the skeleton. And then as the joints move around, the geometry deforms with it. The change is to enable the skins to have physics information embedded with them. So when you bring in the armor torso piece of a heavy armor, it actually brings in physics geometry that basically represents its shape. So as you put different things on, your physics... And that's really important because that means, first of all, better collision and hit detection. So like, you could have a case right now where you have a big bulky helmet on, but the physics geometry is just the head size. And so a bullet could look like it's hitting the helmet, but it doesn't actually hit the physics geometry. Well, we can change that now. So the geometry is the same size as the helmet. And also it makes a big difference for things like physical interactions, like with cloth. So if I walk through a hanging dangly plastic, if I've got my proper shape, then it'll move out of the way where the visual render mesh is. And the same for if I have a cloak on, it will now drape over me properly. Because right now if we put a cloak on the back of a character with a normal skeleton and they had heavy armor, the cloak would look like it's going through part of the heavy armor, because the actual base skeleton physics geometry is smaller than the heavy armor.

So you're saying you're making it more specific?

Chris RobertsCEO / Game Director

Yes, it's essentially just making it more accurate. It's allowing for better simulation. It's necessary for cloth and hair simulation, so you can make sure that the hair is not going through what looks like the head because the physics geometry of the head is smaller than the actual render. So I've been working on that for quite a while. It's been something I've been doing in the background. And yeah, it's almost ready to go in, probably not this release or the next one, but the one after that. They don't put my code in right away. We need to make sure it gets tested so it doesn't blow everything up.

Other video›Sandi & Chris: Checking In·
Published on this date.1 Jul 2021