Help with understanding ragdoll implementation in 2d

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0 comments, last by speciesUnknown 16 years, 1 month ago
Hi. I want to implement a ragdoll (rigid body) system for the psp. Ive read up on verlet integration, and it makes sense (to a degree :P). However, i dont understand how the formula, and the values translate into actual x and y coordinates for the particle (which i can display on the screen). I havent tried implementation yet, since i have to reinstall my SDK, so im sorry if this is stupid :(. I just want to be clear before i start programming. Thanks!
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Think of your ragdoll character as a tree structure. Each limb has a series of children. When a limb gets moved, all its children are moved with it. The limbs are also affected separately by gravity. This can be done recursively, whereby on drawing each limb, you translate the view matrix by the transformation matrix of the limb, draw it, then call the same function for each child object.

As always, I recommend you know a bit about matrix and vector maths. This is yet another discipline made simpler with matrices.
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