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Cameron

Real-time Human Physics

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Cameron    122
With today''s CPU power, is it possible to have real-time physics on the entire character in a game? The physics takes into account all the joints and everything and calculates any force applied to the character and runs it accordingly. Whether the character is falling, hitting into walls, getting hit from a specific position, etc., the physics engine takes into accounts the force applied, each joints'' movements relative to each other, friction, etc. and calculates it all in real-time. (as opposed to running a series of premade animations) I was just curious whether it is possible in games for today''s high-end CPU power. I am guessing its not.

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draqza    122
Actually, it''s more possible than you think... There was an article in Game Developer magazine over the summer about two physics engines being developed with game use specifically in mind. It takes into account various factors, such that dropping a human-esque model from the same position twice might not cause the same landing. You might be able to find the article on Gamasutra, but I''m not sure.

As a side note, don''t get too excited about licensing it if you''re a single developer: one licensed for around $70,000 and the other between $50k and $80k, depending on what functionality you needed.

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a person    118
or check out tresspasser for the pc. the dinos used a physics system for movement (that game was WAY ahead of its time). it was designed for pentium MMX 200mhz. now the physics are not the best ever, and there are som sollision problems, but its quite a great sneak peek at whats possible if done right. in tresspasser the dinos could break bones. you could affect most things as well, such as knocking over trailers, throwing rocks into the water (complete with water ripples), roll barrels, shoot guns, use guns to hit things, etc. you should check out the demo. though you will need some sort of pre done "animations" to handle walking/running and such. otherwise you are relying on the player to correctly move the parts (WAY too micro mangment for any game unless the point is to learn to do things like walking, running, picking things up, etc.)

collision physics problesm aside since that can be fixed with the more powerful machines availible since they were realy squeezing a lot out of the 200mhz. two problems tresspasser had were the high end pc it needed (for the time, something you should not have to worry about too much) and control. the controls were in some ways pretty basic since there were few buttons needed. almost all thing were done via the mouse and moving yoru arm to grab things. you could literally use anything you could pick up as a weapon. swing guns, throw them, use sticks to hit rocks, etc.

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