Ragdoll physics for a free project?
I've had an idea for a project, which I'm moving forward into conceptual stage now, but the factor of ragdoll physics is essential to the process. I'm not looking to have ragdoll physics up to the standards of the most advanced games (like DX2 or Doom 3), perhaps more to the standards of some of the first games that featured it (such as Hitman 2 or Dave Mirra's BMX), where limbs bend both ways and the ragdoll doesn't have any type of skeleton.
Most importantly, the project will be unpaid for anyone involved, so I need a way to add in ragdoll physics without paying for an engine license.
Are there any engines that I should aim to use?
Have a look at
http://www.tokamakphysics.com/
http://ode.org/
http://www.caledyn.com/
http://vdream.kist.re.kr/~zinook/VirtualPhysics/
http://www.rowlhouse.co.uk/jiggle
There's no reason why you shouldn't aim to have ragdoll as good as you like - it's not actually that hard and even a non-optimised and relatively simple implementation should run fast on today's middle-of-the-road machines...
http://www.tokamakphysics.com/
http://ode.org/
http://www.caledyn.com/
http://vdream.kist.re.kr/~zinook/VirtualPhysics/
http://www.rowlhouse.co.uk/jiggle
There's no reason why you shouldn't aim to have ragdoll as good as you like - it's not actually that hard and even a non-optimised and relatively simple implementation should run fast on today's middle-of-the-road machines...
Thanks for the help, guys.
I would aim high, but i kind of need a bit of a flimsy model - preferably double-jointed. I suppose this would be possible with a high-end ragdoll-capable engine, would it?
I would aim high, but i kind of need a bit of a flimsy model - preferably double-jointed. I suppose this would be possible with a high-end ragdoll-capable engine, would it?
Yes, depending perhaps on if you plan to use a ragdoll primitive (some engines will build one for you) or actually set up the bones and constraints yourself.
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