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#locomotion
superkawaiimothman · 1 year
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revretch · 9 months
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Hi Rev! Could you tell us about your favorite ways of locomotion in insects?
Honestly, I think my favorite method of insect (and arachnid) locomotion is "falling."
Big mammals (and especially us big bipedal mammals with heads that split like melons) think of falling very differently from the smaller, lighter animals that are closer to the ground. Most insects are too lightweight to have to worry about silly things like terminal velocity, so falling is just another way of moving to them.
And why not? Gravity is already doing most of the work pulling you down, so you don't even have to exert any energy. If you don't have to worry about taking fall damage, there's no reason not to take the quickest route to the ground--or the quickest way to go any direction, if you need to escape.
In some cases, their shapes are very adapted for it. I have shed skins from baby praying mantises that have kept their shape. If you blow on them, they don't fall over--they land perfectly right side up, or latch onto a nearby surface! They evolved exactly right to catch themselves when dropping down from higher foliage. (Though, adult mantises are significantly less nimble.)
So, if you see an insect fall, don't think that it's clumsy. Just admire the elegant execution of a tried and tested escape plan! ...Unless it's something like a big beetle landing on its back, obviously. That was not planned.
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gundamcalibarney · 4 months
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back with my weird looking horse “totally not ghost” locomotive humanoids but it’s with steam locomotives so most of the notes mostly apply to steam locos
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diesel,electrics,and maglevs tend to have pretty nebulous heights and don’t really adhere to a strict height system like steam locos.
they, like every other vehicle of their caliber, are essentially like schrodingers cat.
can set fire/electrify the wheels if needed to.
these forms are an equivalent of a hologram and mostly use said form as a puppet for interaction and more precise harnessing of kinetic abilities.
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ladychandraofthemoone · 3 months
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🎨🖌️🚂
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Painted Sir Haydn for my first art assignment, went for a imaginary routine.
Some close ups:
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dd-phd · 10 months
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Taking the high road. (Credit: M)
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archivist-crow · 4 days
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askagamedev · 1 year
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Harder Than You Think: Swimming
Welcome to Harder Than You Think, a series about things that seem fairly easy to an outsider but can rapidly spiral into extremely complicated or expensive behaviors. Today, we’ll discuss swimming - that thing you do when you get into water that isn’t dying. Swimming is something most of us are familiar with to some extent - humans can navigate water and don’t instantaneously die when we get wet. So why do so few games support swimming?
Transitions Are Hard
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If you remember my post about [why ladders are hard], transitioning into and out of the swimming state is hard for the same reasons. Swimming isn’t just a single state though, it’s actually usually two states - swimming on the surface (swimming in 2 dimensions), and swimming completely submerged (swimming in 3 dimensions). This means that we would need to potentially handle several transitions from expected player states:
Walking to swimming on the surface
Falling to swimming on the surface
Falling to submerged
Swimming on the surface to submerged
Submerged to swimming on the surface
The problem here is that a missing transition from one state to another could result in the player getting stuck in that state in a place she should not (e.g. swimming while on land). The nightmare scenario is the submerged swimming on land, because movement in 3 dimensions that isn’t constrained to water means the player can fly, which breaks most game environments that aren’t designed for flight. 
Animation Scope Explosion
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Two different swimming states by default already greatly expands the necessity of animations within the game. Swimming in each direction, idling, drowning, dying, and transitioning from state to state (e.g. diving, surfacing, climbing out of water, etc.) are the minimum, and this is only for locomotion. If players can swim, what else will they expect to do while swimming? The two most common I would expect are looting items and combat. Would we need additional looting animations while swimming? Would we need a whole suite of different animations depending on the weapon while swimming?
Tradeoffs
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There’s a lot of ways to interact with water, especially because it can be at variable depths. Swimming is often only one possible option - we can also wade through it or duck under the surface to hide. Projectiles and explosions behave differently underwater. How would magic work underwater? How would super powers work? Would your normal suite of abilities change? Would equipment change? How would AI deal with navigation into, out of, and under water? How would AI deal with water in combat? Think of how much work would have to go into building all of these interactions. Think about the test plan for QA to test and validate all of these different interactions. Unless a significant portion of the game would take place in or under water, it’s a huge amount of work for very little gain. These are just a few reasons why making swimming work in games is harder than you think.
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oldwindowsicons · 10 months
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Chris Sawyer's Locomotion
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notsteffenwittig · 11 months
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the-dorkitect · 10 months
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I drew Beldandy 🫶💕 I really love this character 💖 one of my childhood crushes 🤭
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thisisrealy2kok · 6 months
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locomotion levels ids (actualizado) by IvarchusXD
Locomotion was a Latin American cable channel dedicated to animated shoes targeted to an 18-34 audience, from 1 November 1996 to 31 July 2005.
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myhughniverse · 6 months
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gundamcalibarney · 7 months
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DAY 7 : REFRESHMENTS
That moment you’re making fun of your sibling and then she pulls up with her ocean liner bestie who splashes you with ocean water
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ladychandraofthemoone · 5 months
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🚂🎨🖌️ (or me rambling & infodumping for an hour)
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For my painting class final we had a art critic today where we showcased our best oil paintings and I chose one of these since this was one we could’ve painted anything of our choice so I did well-known narrow gauge locomotives and others. Top Right/Bottom Left Corner: KUR ED1/EAR 11 Class DHR B Class Corris No.7(left) & Talyllyn Railway No.4 Edward Thomas
Close-ups:
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zippocreed501 · 8 months
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Sylvie Vartan - Locomotion (1962)
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alphafightmusic · 8 months
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Are y'all ready for Tension!? Literally have had this song on repeat non-stop. Queen Kylie SLAYS!
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