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Posted: Fri Feb 20, 2004 2:05 am
by Robomaniac
Well, basically, it stops you from having to use preset death animations, which is very uncool. Other than that, it only really brings the satisfaction of seeing your enemy get dynamically moved by your bullets, and tumbles to the ground, slumping over the rock below you.

:-P

Its just plain cool

Posted: Fri Feb 20, 2004 2:08 am
by keless
its not only used for death. You can blend ragdoll with normal animations. In the Havok2 demo they have zombies walking around, and when shot by a gun their ragdoll physics made them take hits-- but they keep coming at you. If you only hit their shoulders they half-turn from the torso up, and their speed is slowed, but then they right themselves and keep coming after you.

however, its definately more of a finesse than a vital feature

Posted: Fri Feb 20, 2004 2:42 am
by thesmileman
Ragdoll physics can make one crappy game awsome. Take some cows throw them on top of some sky scrappers with lots of obsticals, cool camera angles, and start shooting them with a sniper rifle letting them plundge to there deaths. Now tell me that isn't a million dollar game!

Posted: Fri Feb 20, 2004 3:08 am
by deps
that isn't a million dollar game.
But it would be fun for some minutes. :)

also realistic reaction to impact

Posted: Fri Feb 20, 2004 4:11 am
by buhatkj
like if an explosion sends you flying, or your body would hunch if you were hit in the stomach, stuff like that
it adds a little glitz to an fps, and it looks neat, that's about it....
-Ted

Posted: Fri Feb 20, 2004 10:06 am
by powerpop
makes sense - well, my next step was to add breakage to objects - then i guess that will tie into the ragdoll features - it sure would be nice to have soft body physics, buoyancy and spring in there too.

Posted: Tue Feb 24, 2004 1:48 am
by Robomaniac
btw. to compile the current IrrTok, would i just add the files to the engine, and recompile?

Posted: Wed Feb 25, 2004 3:54 am
by Robomaniac
***BUMP****

Posted: Wed Feb 25, 2004 9:59 pm
by powerpop
i believe so although i havent done it on my version yet - i will do that today and see what happens - there should not have been any api changes that effect irrtok

Posted: Wed Feb 25, 2004 10:21 pm
by Robomaniac
Ok, i try to compile it, and i get 5000 or so errors from nemath.h

Any ideas?

I'll try redownloading tokamak