My Little Computer Friends

My Little Computer Friends

@computerfriends.bsky.social

Little friends inside the computer. A Firm Handshake is out now! https://store.steampowered.com/app/4783330/A_Firm_Handshake/ Get Klifur on Steam! https://store.steampowered.com/app/4573210/Klifur/

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Hi friends! Today I'd like to share a peek behind the scenes of A Firm Handshake! Like Klifur, A Firm Handshake has very simple physics behind the scenes. The characters are actually just floating boxes. Each character also has a left and right foot target.

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Hi friends! Today I'd like to share a peek behind the scenes of A Firm Handshake! Like Klifur, A Firm Handshake has very simple physics behind the scenes. The characters are actually just floating boxes. Each character also has a left and right foot target.

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Back to A Firm Handshake - there was a game jam in Iceland where the theme was "isolation" and I had the idea to make something about shaking hands. I replaced the wrestlers with business men and tried to make them shake hands using the same IK system that drives the legs.

The result was immediately very satisfying and funny so I started coming up with scenarios where these business men might meet and shake hands. After I had made a few scenes I felt like they could be weaved together into a little narrative. I wasn't really planning that to begin with.

Hi friends! Today I'd like to share a peek behind the scenes of A Firm Handshake! Like Klifur, A Firm Handshake has very simple physics behind the scenes. The characters are actually just floating boxes. Each character also has a left and right foot target.

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This game originally started out as a sumo game so being able to push other characters was important. I went through many iterations of how to handle the physics. Here I was testing out having the characters be on sleds that the bodies were attached to by a spring.

I was never quite able to make the sumo game work but here is a little clip of what it looked like. One day I'd love to make a good sumo game. Real sumo has so many interesting dynamics beyond just pushing, though, that I'd like to capture and it was difficult to find mechanics to represent them.

Hi friends! Today I'd like to share a peek behind the scenes of A Firm Handshake! Like Klifur, A Firm Handshake has very simple physics behind the scenes. The characters are actually just floating boxes. Each character also has a left and right foot target.

The foot targets get updated when the position or rotation of the box has changed enough to make the current foot position too far away or twist unnaturally. The new target gets chosen based on the body's velocity. So the faster it's moving, the bigger the step.

Then I overlay a skinned mesh renderer where the root is attached to the the box and the legs use a simple 2-bone IK system to position and rotate themselves according to the position of the box and the foot targets. Much like Klifur!

Hello friends! We've been quiet for a while but thank you for waiting if you're still here. We are working on new stuff I'm excited to share soon but for now I'd like to show some new perspectives on our past releases! Klifur has very simple physics behind the scenes. I'd like to explain briefly.

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When a hand or foot is placed onto a hold, that end of the joint gets pinned to the world and can't move. That's all there is to it really! The whole game came from this idea that I could make a very simple 2D simulation of a climber with this combination of distance joints and IK.

Hello friends! We've been quiet for a while but thank you for waiting if you're still here. We are working on new stuff I'm excited to share soon but for now I'd like to show some new perspectives on our past releases! Klifur has very simple physics behind the scenes. I'd like to explain briefly.

The climber's body is just a single physics body combined with 4 distance joints corresponding to each limb. Those green T-staped lines in the video are the distance joints. When a hand or foot gets dragged beyond the limit of the distance joint, it exerts a force on the body.

That force is applied at the connection point, either the shoulder or hip, and causes the body to move and rotate. The knees and elbows aren't in the physics simulation at all. The arms and legs are rotated by an IK solver, which for a chain of 2 bones is very simple trigonometry.

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