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Comment by redistressed

Just to close the circuit. If you do ever make the move to VR, frame times go way down and arc accuracy requirements for the very tip of the blade go way up. You are going to get really frustrated that you can’t just google up a numerically robust solver :)

In VR you will run into edge cases where the difference between a miss and a parry at the tip of the blade requires sub-frame rotational resolution at the controller. If it were a gun, you’d never know the difference— with a sword you can feel that it moves wrong during the frame. I don’t think there’s going to be any software solution for that, we just need better tracking hardware before we can properly model a 1-meter object held out at arm’s length.

Which makes you think about constraints, is all I’m saying.

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