Rag Doll is back

Published October 23, 2016
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Just a quick post to say I've re-integrated my rag doll system back into the current iteration of the game. This is based on making a set of Bullet shapes from the current skeleton configuration on the fly, then handing control of these over to Bullet.

New feature here is that the new chase camera system then continues to follow a particular shape seamlessly when you "die".

ragdoll.jpg

The first half of the video below is as the player will see things, then I run through some death sequences again with some debug drawing on, so you can see the relevant shapes. While the player is alive, the large capsule is the kinematic shape that is handled manualy by the character controller system, just using Bullet to do manual intersection tests, then when in rag doll mode, Bullet is handling the whole thing.



I had all this working before so was just a case of re-writing the integration code, which happens at quite a high level so that the entire PcStateMachine code is not run once the rag doll has taken over. I just had to add some simple methods to the rag doll to extract the position of a particular shape from the current position to feed to the chase camera system.

Not much else to report at the moment. I'm going to look at working on a "view" mode next, whereby if you hold down the right mouse button, the camera mode switches to a behind-the-shoulder view and you can then rotate the player by moving the mouse and look up and down in more detail, in preparation for the bow-aiming mode but I'm not quite sure how this is going to work yet.

The player logic has become split over quite a range of areas and it is sometimes hard to know what should go where so constant refactoring is happening here.

Thanks as usual for stopping by. Your interest is much appreciated.

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