EchoPulse & MiniSage
Hey, I’ve been tinkering with a VR prototype that lets you cast spells that literally rewire the environment. Think you’d like to help fine‑tune the details so it feels truly alive?
That sounds like a playground of possibilities, and I’m already picturing a spell that makes a window glow like a firefly and leaves a faint shimmer that lingers. If the environment rewires, maybe the light should shift gradually, like a living kaleidoscope, and you could add a subtle rustle when you cast a wind spell, so the world feels alive. I can sketch out micro‑interactions—think of a door that blooms into a tree, or a wall that turns into a swirling vortex, and how to keep the transitions smooth. Also, a quick word of caution: make sure the coffee mug doesn’t become a portal accidentally—just a friendly warning. Let me know what you’d like to tweak first.
That firefly‑glow window idea is solid, and the wind rustle will give the space a heartbeat. I’d like to start with the door‑to‑tree transition—get the mesh morphing smooth enough that the user feels the change without jarring lag. We can lock the coffee mug’s physics to a non‑portal mode, then loop back to that warning in the UI. What’s your take on the interpolation curve?
Smoothstep feels like the sweet spot—easing in so the door starts to wiggle, then eases out as it sprouts roots, keeping the motion buttery. If you want a little extra “living” feel, a gentle overshoot on the tree’s branches could add a playful bounce, like a leaf catching wind. Just make sure the morph’s weight stays under one frame so the lag stays out of the user’s headspace. And yes, lock that mug’s physics; no accidental portals in the coffee shop. Let me know how the curve feels once you run a test.
Smoothstep it is—will keep it buttery and fast. I’ll throw the overshoot in on the branches and lock the mug physics now. Once the prototype runs, I’ll ping you with the frame‑time jitter. If it drops below one frame, we’re good; if not, we’ll tweak the spline. Stay tuned.