this post was submitted on 27 Feb 2026
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I appreciate the joke, but the rules are exactly why they go "oof". The scarf has higher requirements for precision and a more constant overhead than a one-off giant summon.
You could make them go "oof" on the summon if you added a requirement that the lava properly flow along the ground and interact with all characters near the event.
Let me translate. Adding a completely new object with new rules is easy compared to modifying exist assets and it's new a clothing peice. Cosmetics are hard to implement, especially a fucking scarf which is on top of all the major animation areas. Do the animations still look good? Do I need to adjust the cutscenes to account for which scarf is being warn? How does this affect lighting?
I mean, there's a scarf.
And then there's a scarf
I think the better question is "How many polygons do you want and what do you want them to do?"
Real time simulation of fabrics is a ongoing field of study. It has years of research behind it.
Generally simulated fabrics look good as long as it is flapping in the wind like a flag and has no chance of interacting with any other objects, such as the person wearing a scarf.
"You can choose to play as a mighty warrior, or a free-floating sentient scarf. One or the other."
The last two-minute-papers video on the subject makes it look like a solved problem, until you notice the stats in the corner are measuring "minutes per frame"
Exactly, the first request is so vague that you can just implement it in a way that doesn't require any complicated programming magic, but a scarf has the implicit expectation to swing around and not intersect with the player or itself. Or worse, expect the player to summon a demon wearing a scarf!
(Still a good joke though)
Or you could go the JRPG way and make the scarf clip through everything including on cut scenes where the devs had 100% of control over the position of everything.
Scarf on the demon is probably fine :) They can bake it into the new movement frames. Player has all kinds of focus and real time physics :)