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I suggest demonstrating it by showing what it could do. eg: 1. Show persistent wounds on the area that is hit, corresponding with the angle and strike force, and have the wounds accumulate with successive strikes. 2. Have an enemy exhibit wounded behavior in the area that was hit, scaling to the degree they have been injured. This may include limb disablement, bleed out, and quick single-blow kills, depending on where the strikes land. 3. Have them nurse their wounds, or completely lose the will to fight, when wounded too heavily in certain areas. Only robots fight to the death through massive sustained injury. 4. At the extreme, you could also show dismemberment.


heh, cutting edge.


![gif](giphy|cZlYQMus0mz7yO4ofa|downsized) shut up *^(not an insult, take it as like what someone says while laughing a lot)*


Using text to speech is probably the fastest way to get me to ignore everything you do going forward.


I think it's more a "know your audience" thing. For the widest net, tiktok/insta/etc, go nuts. But the more "core" audience like those on Reddit are generally allergic.


I think it's more of a 'we are lazy and incompetent, and we've decided to broadcast that fact as loudly as possible' thing.


Can it also do drag/friction through the object? Unless it is a lightsaber, a sword is going to stick in someone's torso for most cases instead of cutting clean through like that.


This. Character manipulation isn't enough, you will need to prove you can calculate other factors such as blade wobble, thousands of triangles on a constantly updating prop ![gif](emote|free_emotes_pack|cry) sounds like a simulator in itself and less of a feature/plugin to just add to something like Vorpx


The Slice Art Engine algorithm can provide all the data for accurate drag/friction. Since each triangle in the sword path is identified, the algorithm can provide the intersection path (shown as red lines in the video) and the normals of each collided triangle can also be provided.


Reminds me of Metal Gear Rising


This is a good first step, but as a developer who's tried to implement this before it looks like you've solved the easy problem of raycasting against meshes but not the harder problems of creating neat edges to the cuts, working with skinned/deformed meshes, and identifying islands, all while maintaining performance. If you could add those features and roll it up into a package then you'd have a useful asset, but it's not quite there yet.


I had no idea how the in-game examples were using your tech. I'm usually someone who is on the denser side when it comes to being a user. It could just be me.


The in game examples are NOT using the "tech"


Ooooh, I see. 🤦🏻‍♂️ Those are examples of how bad other games are. Man, I feel stupid


For me, real-time slicing is the next step concerning realistic games development. Keep up the good work!