Game developers will casually implement particle systems that simulate volcanic eruptions with real-time physics calculations, write custom shaders that make demons emerge from interdimensional portals, and handle complex collision detection for massive explosions... but ask them to make a scarf drape naturally on a character model and suddenly they're questioning their entire career choice. The brutal truth? Cloth simulation is genuinely one of the hardest problems in game development. While spawning a demon is just instantiating a prefab with some particle effects, fabric requires real-time physics simulation of thousands of vertices, collision detection with the character's body, wind dynamics, and making it look good at 60fps without melting your GPU. It's the difference between "cool visual effect go brrrr" and "I need to understand tensile forces and material properties now." Turns out summoning hellspawn from the depths of the underworld is easier than making a piece of cloth not clip through a shoulder. Game dev priorities are wild.
Physics, Shaders, Demons - Fine. Fabric? Oof.
2 hours ago
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gamedev-memes, game-development-memes, physics-memes, cloth-simulation-memes, shaders-memes | ProgrammerHumor.io
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