Cool!! Looks nice - have you looked at sword fighting reference from martial users or in anime? Might give some insights into motion as well, given your character is humanoid.
I write code but I don't make games. Watching this was REALLY satisfying. I understand what's going on even though I've never gotten to implement something like this.
I know it's an old video, but I was wondering why you chose to calculate T_crit and have adaptive timestepping instead of separating physics computation from render framerate. What made you choose that instead of computing physics in a separate thread at a fixed timestep - say 60fps?
another great reminder that I have basically deleted half of high school algebra from my memory and I am not getting it back. Complex equations are basically unreadable to me compared to C-like code with comprehensive variable names that aren't just one or two letters. It's a miracle I ever made it as far as I have as a game developer and I really wish I didn't forget all my math despite busting my ass off to get it right in school.
I have a question. What if instead of plugging delta time (or difference between the frames) into the Euler's method we used a fixed delta time like for example 1/60 and that way we wouldn't need to worry about stability issues because it's independent of frame rate. I believe this is how most games work under the hood so that the frame rate can be whatever but the physics calculations are the same. Am I right or wrong?
Man, how did you learn these things, also not just learning, also becoming that good to teach other people. Well i learn math right now in college but i could not ever used them like you. Did you figure it out yourself? Or you just dive to the internet and search? Please help me i beg you!
Probably no way you actually respond to this, but I've been spending the past two days trying to replicate what you did. I don't understand how you generated the grass at when you hit in play in unity over the green terrain, but not the cobblestone path. The only solutions to this problem involve using a second camera, then using that render to tell your script/shader where to instance the grass. Any hints as to how you do it? Anything at all would be a huge boon.
Finally. 1:20 looks exactly like the game I'm envisioning in my mind. Idk if you still read comments here but can you tell me which engine you've used to build this?
Would be interesting to approximate your target curve with a truncated Fourier series. You would also get an imperfect reproduction of your target curve. The ringing effect would also produce over and undershoot.