Game Development Community

Ragdoll/Vehicle physics

by Devil`s Workshop · in Torque Game Engine · 08/06/2003 (4:48 pm) · 28 replies

Hi,

just some questions. As i see in the car.cs the tires act as springs which interact with the mass body (car main body) ? So couldn't it possible to
transfer these physics to the player class. So if the player dies this "ragdoll" system would take over control. The player's main body would act as mass body, his arms and legs as springs (maybe chained springs). Don't know if it's really possible but any sugguestions would be nice ;)

Thanks,
Alexander
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#21
06/12/2004 (8:51 am)
I've been sidetracked by several other really neat things, one of which might be the basis for a really easy to work with ragdoll solution.
#22
07/23/2004 (5:39 am)
Bump... I bought 3impact a few months back... http://www.3impact.com - nice game... it has a dll that works with ODE codebase... wonder if integrating through that would make things any easier since Leonard Eddleman (the guy behind 3impact) has already done some work... only problem I see is his dll doesn't really have source ? Well, actually it does sort of... but anyways... whatcha think?
#23
07/23/2004 (5:46 am)
@ Ben - you had stated that you'd applied ragdoll to the player but it didn't account for joint limitations.

My player is a vehicle and I would be VERY interested in how you originally accomplished that considering that my player objects don't have to worry about joint limitations.

How dod you go about applying the ragdoll model to the player::onDeath()?
#24
07/24/2004 (1:25 pm)
I just had an enableRag() call that turned on the ragdoll animation.
#25
09/07/2004 (5:11 am)
Hmm is this coming out soon?
#26
09/07/2004 (10:43 am)
I'm not working on it much at the moment.
#27
09/07/2004 (10:47 am)
Ok, just keep us updated
#28
09/07/2004 (11:29 pm)
Don't worry. If I get something working, I'll post a .plan about it.
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