I created Box2D. I enjoy all kinds of programming, but specialize in physics and animation. I work in Unreal for my day job (like everyone else). C/C++ and whatever Claude spits out for me. https://box2d.org/
Pinched wrists on ragdolls are caused by twist bone poses living in the animation data. Twist bones are procedural and computed based on the pose of animated bones, so they should computed as a post process at runtime to fix this. See www.youtube.com/watch?v=Jkv0... by @bobbyanguelov.bsky.social
September 17, 2025 at 5:03 PM
Pinched wrists on ragdolls are caused by twist bone poses living in the animation data. Twist bones are procedural and computed based on the pose of animated bones, so they should computed as a post process at runtime to fix this. See www.youtube.com/watch?v=Jkv0... by @bobbyanguelov.bsky.social
The benchmark suite in Box2D has unlocked some easy optimizations. For example, how much should a bounding box be inflated? This is hard to answer without benchmarks. So I tried several values and ran the benchmarks for each one. Result is a 17% gain on this scenario and no regressions elsewhere.
November 12, 2024 at 5:45 PM
The benchmark suite in Box2D has unlocked some easy optimizations. For example, how much should a bounding box be inflated? This is hard to answer without benchmarks. So I tried several values and ran the benchmarks for each one. Result is a 17% gain on this scenario and no regressions elsewhere.