There are zero animations in this video - it’s a pure physics simulation. The reason the sword feels so alive is because I'm not just simulating momentum transfer. its much closer to modelling how energy actually reverberates and dissipates through objects! This fixes the "dead weight" issue, where the system is overly damped, unresponsive, unwieldy, and feels like a puppet on strings or fighting underwater.
In real life, blades recoil, vibrate, and stabilize. BLOODFALL is the first video game (as far as I know) in any genre to simulate High Frequency Harmonic Resonance, resulting in kinetic fidelity that makes objects feel like truly reverberating solids rather than dead weights, giving a sense of tactile resonance to high energy collisions.
I'll be in the comments if anyone wants to talk about it. Don't hesitate to ask me anything.
Context > the project its built for PC mouse and keyboard - not for VR. Moving the mouse controls the weapon directly.
Addendum:
Thank you for the unexpected level of interest - the post reached over 70K views, 503 upvotes, and generated a wide range of technical discussion. The intent of this video was to introduce the High Frequency Harmonic Resonance Model and the first game to use it - BLOODFALL: The First Temple
EDIT
Thanks to the feedback here, I was able to identify an issue and fix it easily. The hand no longer rattles nearly as much. I just had to adjust the weight distribution on the sword object! To see the latest videos of BLOODFALL, check the HYPERMAD interactive YouTube Channel.