this post was submitted on 27 Feb 2026
508 points (99.8% liked)

Programmer Humor

30046 readers
1126 users here now

Welcome to Programmer Humor!

This is a place where you can post jokes, memes, humor, etc. related to programming!

For sharing awful code theres also Programming Horror.

Rules

founded 2 years ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] Tahl_eN@lemmy.world 35 points 4 hours ago (3 children)

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?

[–] UnderpantsWeevil@lemmy.world 12 points 4 hours ago (1 children)

The scarf has higher requirements for precision and a more constant overhead than a one-off giant summon.

I mean, there's a scarf.

And then there's a scarf

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.

I think the better question is "How many polygons do you want and what do you want them to do?"

[–] WanderingThoughts@europe.pub 15 points 3 hours ago (2 children)

Real time simulation of fabrics is a ongoing field of study. It has years of research behind it.

[–] snooggums@piefed.world 8 points 3 hours ago (1 children)

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.

[–] sundray@lemmus.org 1 points 2 hours ago

"You can choose to play as a mighty warrior, or a free-floating sentient scarf. One or the other."

[–] xthexder@l.sw0.com 4 points 3 hours ago

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"

[–] DivineDev@piefed.social 13 points 4 hours ago* (last edited 4 hours ago) (2 children)

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)

[–] ViatorOmnium@piefed.social 21 points 4 hours ago

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.

[–] rumba@lemmy.zip 4 points 3 hours ago

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 :)