SamSuka
naelstrof
naelstrof

patreon


Did a refactor of the penetration interactions.

I know this doesn't push the game forward, but as an open-source tool I'm hoping that it also helps other developers!

First of all is the knot force refactor. It now uses a Euler integrated physics solution which makes it very smooth, stretchy, and a little bouncy.

I had an issue where procedurally generated deformations looked REALLY BAD when sizes got ridiculous. It's really common to see skyscraper dicks in KoboldKare so it's also very common to see screenshots where kobolds are just a polygonal soup from being penetrated by said dicks.

So I did some thinking and came up with yet another VFX tool for penetration deformations, the concept of a "detail map".

What my penetration tech does is approximate the size of the dick via offset and girth curves-- but there's certain shapes that cannot be represented that way, for example a knot that is wider than it is tall:

So what I do is I take the girthmap, and generate these approximations-- then from that I can calculate a new map that represents the differences between the real model, and the approximation. This is the "detail map".

Armed with a detail map, I can manually author every shape as a circular blendshape like so:

Then apply the detail map as a deformation on top of the original shape.

Now penetrations are both highly authored, and highly accurate!

Comments

so ture

The kinds of tech advances that come from porn are astounding

Kyle Anteau


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