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Animated Flags, Ragdoll physics and Large armies..

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Hey guys,

Here are a few screenshots of a combat prototype I'm working on. Some of the new features include: Animated flag rendering, ragdoll physics, and a 1000 soldier army. I'm getting a lot of new stuff done w the game, I can't post any of that until it's announced in the coming months. It will be a lot different than these screenshots though ;-)





I also finished all major work on the ragdoll physics system. They now seamlessly blend between animation->physics representation. I can just _not_ create constraints between ragdoll body parts to simulate arms/legs getting blown off...plus creating no constraints at all - and swapping the visual models gives a gib effect.

Here are the ragdoll physics as viewed from the Havok Physics remote debugger. Range of motion is still not correct in this screen.


Another feature is location based damage - visually demonstrated by my Minecraft army -_- I'm using the hitbox model as the visual model 8-)



- Dan
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In all honesty, I think the hitbox model looks bad ass. You could make a cool abstract game with fields of your "minecraft" men, but that grass totally doesnt fit :p

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Original post by Azh321
In all honesty, I think the hitbox model looks bad ass. You could make a cool abstract game with fields of your "minecraft" men, but that grass totally doesnt fit :p


I agree ... I'd really like to make a game using it. For death animations just do a ragdoll w/out any constraints - the body parts sort of freeze then crumble to the ground. 8-)

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