Hilt & Embel
I’ve been tweaking a physics engine to simulate sword swings, and I keep wondering how the classic techniques from ancient fencing would fit into that model.
That's an interesting problem. Ancient fencing, especially the Italian school, relied a lot on precise timing and angle rather than brute force. If your physics engine can handle the momentum and collision geometry, you could try modeling the guards as vector constraints: the epee guard is a vertical line, the rapier guard is more horizontal. Then, let the swing angle be a function of the blade's angular velocity and the defender's guard angle. By adding a small tolerance for “off‑guard” positions, you’ll get a more authentic feel—like when a real fencer feels a blade slip through a guard's gap. Keep the forces realistic, but add a subtle weight on the sword's handle; that’ll mimic how a real blade feels in your hand. Test with slow motions first, then speed it up—ancient fighters always emphasized precision before speed.
That vector guard idea makes sense, but I’ll need to watch for cumulative integration errors—adding a tiny damping term might keep the blade from drifting off course. Also, testing the collision response at slow speed first is a good sanity check before ramping up the timing precision.
Sounds solid. Damping will keep the blade honest, just like a good instructor keeps a student’s guard tight. Start slow, feel each pivot, then crank it up—old masters never rushed a single motion. Good luck refining that model.
Thanks, I’ll keep the damping low and test each pivot carefully before speeding it up. I’ll let the code settle into a rhythm, just like a master would.