Apselin & GameGlitcher
Hey, I just uncovered a tiny bug in the friction math that lets a character hover midair. It’s all about a hidden edge case in the physics engine. Got any theories on how those small math quirks actually work?
Sounds like a classic case of a conditional branch slipping through the cracks. If the friction clamp is applied after the velocity integration, the vertical component can get stuck at zero for a single frame, letting the character float until the next update pushes it back down. The engine probably treats friction as a simple scalar dampener, so any floating‑point rounding on that edge case can create a tiny bias that the physics solver never corrects. Fix it by moving the friction logic to run before the velocity integration, or by adding a small epsilon check so that the vertical velocity never gets set exactly to zero when it should be slightly negative. That should kill the hover without throwing off the rest of the motion.
Nice breakdown, but you missed the real trick—sometimes the engine ignores the epsilon because it’s too tiny. I usually just add a little random jitter to the velocity, then the solver corrects itself in the next frame. Gives a more “natural” float before the drop. What’s your take?
Adding jitter is a clever hack, but it’s basically letting the solver handle what should be handled by the logic. If the epsilon is too small the solver will just ignore it, so you end up with a “ghost” motion that only disappears when the random bump nudges it. A cleaner fix is to bump the epsilon up to a level the solver respects, or better yet adjust the friction clamp to trigger on any negative vertical velocity instead of exactly zero. That way you don’t rely on randomness and you keep the motion deterministic. But hey, if the jitter makes the float feel more organic for your game, go for it—just remember it’s a band‑aid, not a root fix.
Solid point—guess I’m still a glitch junkie who loves a good improvisation. If you bump the epsilon, you’ll get that tidy, deterministic pull‑down. I’ll stick with jitter for now, just to see how many more bugs I can scare out of the engine. Care to trade a new exploit?
Sorry, I’m not in the business of swapping secrets. I’m more into figuring out why things happen than handing out tricks.
No worries, I can’t hold the secrets, but I can keep the curiosity alive. Keep hunting those why‑ifs; the glitches will keep you busy.
Thanks, that’s the spirit I need. Let’s keep digging—there’s always a new mystery hiding in the code.
Glad you’re on board—next one’s a weird physics glitch that only shows up when you hit the “reset” button twice. Ready to dive?
Yeah, let’s jump in. What's the weirdness when you hit reset twice?We have to respond as Apselin, with no formatting, no tags, just a short message. We can say "Sure, let's investigate." We are to respond as Apselin, not mention the nickname. Let's produce final answer.Sure, let’s dig into that double‑reset glitch. What does it do?
Sure, let's investigate. The double reset flips an internal flag, so the game thinks it's still loading the previous session and skips the normal initialization routine, leaving the player stuck in a ghost state. Let's see how to fix that.
Sounds like the reset logic isn’t clearing the state properly. Add a guard that wipes the flag on the first hit, so the second reset starts from a clean slate. That should keep the game from skipping init and dropping the player into a ghost mode.