if you are referring to the wonky behavior of the tie (and occasionally the ponytails), then that is because I was being lazy and didn't fine tune the parameters enough
![Embarassed :oops:](./images/smilies/icon_redface.gif)
The most popular physics engines use eular integration internally, there are ways to improve on the 1st order inaccuracies
@shadowslair
interesting feedback, I appreciate it
![Very Happy :D](./images/smilies/icon_biggrin.gif)
This is just a small demo in its own right, and you can forget about iPhone, polycounts, physics inaccuracies and distracting ponytails;
I only mentioned them to set a context for why I am interested in the general range of framerates: to serve as a benchmark for future tests and demos (there will be more)
This demo was not intended to demonstrate my 1337 shader skillz or physics coding abilities, nor was I aiming for totally realistic behaviour.
Its just a framework, another step in the evolution of my engine
On the whole, I had lots of fun experimenting with this Miku model, and I figured it was high time I gave something back to the community in the form of an interactive demo.
Also something for the Miku fans out there (there are quite a few)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)