Mantis & LOADING
Hey, ever thought about how a game’s physics engine could mimic a martial artist’s flow and precision?
A physics engine could mimic a fighter’s flow by tracking momentum, balance, and reaction time, letting each move feel like a calculated, weighted decision rather than random motion.
Nice idea, just remember to keep the model light so the moves feel fluid, not like a stack of rigid blocks, and watch out for the overthink loop.
I’ll keep the model lean, focus on weight transfer, and cut through any loop that makes the flow feel stilted.
Sounds solid—just remember to test the balance in a sandbox first, no one likes a punch that comes out of nowhere.