High Collar Mystic Cape vs. Other Capes?


AmazingMOO

 

Posted

I've recently had opportunity to make a character that used both the 'High Collar' mystic cape and the Valkyrie cape for different costumes. I noticed almost immediately that the two capes seemed to behave differently:



Is there a programmatic difference between the two cape systems? In particular, does the does the 'High Collar' cape use the traditional cape system that we've all come to know and deride for its laggi^H^H^H^H^Hframerate-reducing effects? If so, why does it seem to behave differently than the other capes?

I've asked before about the difficulty of migrating existing cape systems to the PhysX engine, now maintained by nVidia, and incorporated into City of Heroes for use with various particle effects. The discussion usually draws some confusion on the difference between cape systems and other physics objects in game.

My understanding is that the cape systems do not use the PhysX engine. Instead, each cape system has a number of linked animations attached to it that drive its behavior in any given environment.


 

Posted

While it's not a Phys-X animation, it isn't static animations. I believe it is closer to a mesh of stretchy points that has a tendency to flow downward and in the direction of the wind slightly.

It's semi-physics, basically. I think.


Still here, even after all this time!


 

Posted

Also, the screenshots provided don't show such a dramatic difference in cape motion to make me think there's any difference at all.

Also also, I believe cape motion is partially dependent on the shape of the cape model, which varies between long cape, short cape, shoulder cape, valkyrie cape, magic cape, etc.


http://www.fimfiction.net/story/36641/My-Little-Exalt