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Anaminus
@Anaminus
Joined April 2009
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    Cloth physics via RodConstraints. Cloth is a MeshPart deformed by bones. Bone positions are matched to node positions by a script. An AngularVelocity dampens each node, since their rotations like to go crazy for some reason.
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    ProximityPrompts make for great general proximity detectors.
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    In terms of visuals, Beams have much more to offer than Decals.
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    Roblox could have done this years ago.
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    Writing a plugin to fine-tune the occupancy of terrain cells.
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    Nuking appears to be caused by cloth joints getting under the Humanoid. So, instead of colliding with the Default group, a separate "ClothExclusion" group is used (in red). Lowering the UpperAngle of the BallSockets reduces flailing and tangling. Limb clipping still a problem.
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    Sun rays with much better performance (with video!)
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    I'll set your Parent property to nil. I'll call Destroy on your ass. You must weigh a singleton, because you're nothing but Debris to me. Your family better connect to your Died event, because I'll set your Health to 0. You better BindToClose, because I'm about to shut you down.
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    Physically simulated grass.
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    Hello everybody. As you may or may not know, my Roblox account was hacked last month. Fortunately that was the only account affected; my social media and GitHub accounts are secure. My Discord account was also vulnerable, but was never accessed.
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    Cloth with SpringConstraints instead of rods. LinearVelocity dampens movement. VectorForce negates gravity to reduce weight. Spring Stiffness makes the cloth more or less stretchy.
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