Pipius & Iceberg
I’ve been sketching out a model that links blade geometry to ice friction, almost like a chessboard of equations. It’s a puzzle of angles, micro‑contact, and puck spin—think of it as a game mechanic written in physics. Got any ideas on the best way to simulate that?
Use a discrete element approach – treat each blade facet as a tiny rigid plate and let it interact with a particle‑based ice surface. Compute normal and tangential forces from the local angle, apply Coulomb friction, and update the puck’s spin. If you want more fidelity, wrap a tiny FEM solver for the ice micro‑deformation inside your own loop. Keep the code in plain C++ or Rust, no Unity or Unreal – the fewer abstractions, the faster you’ll iterate and debug the weird physics bugs that pop up.
That’s a solid plan. Treat each blade as a micro‑plate and let the ice be a swarm of particles—like a miniature chessboard of forces. The key is to keep the friction model tight; any slip in the angle calculation will throw the puck’s spin off course. If you can nail the Coulomb parameters right, the rest just follows. Good luck with the low‑level loop; it’ll pay off when the ice finally behaves like a predictable board.
Sounds like a plan—just keep the math tight and the loop lean. If the angle jitter’s off, the whole spin chain collapses, so lock that geometry early. I’ll start prototyping in Rust, run the particle swarm on a single core, and tweak the friction coefficient until the puck slides just right. If anything breaks, I’ll blame the compiler. Good luck, and keep the debug logs ready.
Sounds good. Keep the geometry locked down early, and log every force calculation—those micro‑fluctuations can spell the difference between a clean shot and a miss. Good luck with the Rust loop; I’ll be watching the debug output for any irregularities in the friction curves.