
Origami Around
styofa doing anything

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tannertan36

Janaina Medeiros

Kiana Khansmith

❣ Chile in a Photography ❣
will byers stan first human second
No title available

祝日 / Permanent Vacation

PR's Tumblrdome
occasionally subtle

JVL

izzy's playlists!
Claire Keane

titsay

JBB: An Artblog!
Peter Solarz
2025 on Tumblr: Trends That Defined the Year
hello vonnie
seen from India
seen from Vietnam
seen from Bangladesh

seen from United States
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seen from United States

seen from T1

seen from Germany

seen from United States
seen from Vietnam

seen from Türkiye

seen from New Zealand

seen from Morocco
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@happybirthdaymrbaskets
kensyouen_Y
Here is the artist's twitter!
how time flies
still have no idea what I'm doing but blender has been fun!!
a broom for space
look at this ps1 rose i made its black cuz im goth
It works! What kind of broom or broom parts would you want to see in here?
Trying to use this game as an opportunity to fulfil my original vision for the witches hideout
reblog for something t4t to happen to you this summer.
reblog for something t4t to happen to you this autumn.
reblog for something t4t to happen to you this winter
reblog for something t4t to happen to you this spring
‼️‼️reblog for something t4t to happen to you forever ‼️‼️
Oh no I watched the SSX Tricky documentary and then this happened
I know Bethesda has the (well deserved) reputation of creating their games out of hacked together duct-tape-laden spaghetti code on an ancient quirky engine but I feel like FromSoft deserves their fair mention too. Bonfires aren't objects, they're a visual mesh with an invisible NPC standing on top of it that you "talk to" when you want to sit. Tons of enemies are just two NPCs glued on top of one another because they didn't know how to make an enemy have more than one attack that can fire off at a time. Winter lanterns' frenzy buildup attack comes from an invisible guy sitting on their heads shooting you with an invisible gun. Djura doesn't shoot you with his gatling gun, he just sits there doing nothing (with his cape sitting right around his ears due to how the game renders cloth physics from far away) because the actual NPC shooting you is the gun itself. Lothric and Lorian aren't two separate NPCs holding onto each other, they're one NPC with a second, invisible NPC glued to its back that takes damage on behalf of Lothric. Why? Because they couldn't figure out how to make one NPC ride on another one. They straight up went "We couldn't figure out how to make one NPC ride another, so we combined two NPCs into one and then glued another one to its back, simple." Really it's amazing how much of FromSoft's game design is just "we put an invisible guy here to do things because we couldn't figure out how to make the visible guy do it"
Even Elden Ring for all its advancements in mounts and whatnot has hilarious behind the scenes quirks. When Radahn does his meteor attack he doesn't track you, he teleports his horse underneath you and then aims at the horse
Okay those are all silly, but functional solutions to problems. This kind of seemingly lazy or duct tape like programming is quite common across tons of games. Guild Wars 2 has a giant boss that can pop in and out of the arena, but instead of actually moving the boss, they just have three copies of it with a shared health pool. The original Pokemon games are full of Just Barely functional code which was the only way to make such a big game work on such a little cartridge.
It's behind the scene stuff that doesn't have to be pretty or accurate to what the player is seeing, it just has to be functional so they can move on to making the rest of the game. And it does, which is what sets it apart from Bethesda's games, which contrary to Howard's quote, do not "just work"
In 2021 I was trying to add ragdoll physics to the first character I ever animated. But every time I enabled it the hands would go flying off somewhere or just fall to the ground. After like 2-3 days I figured out it was 'cause the way the IK animation was set up the hands were not parented to the arms. However if I altered it it would break all the animation and I didn't want to do the animation again. So I just wrote this:
It's still in there in the demo release >_>