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View Full Version : The Ragdoll Physics?


Dreakon
10-15-2003, 05:53 AM
I love the rag doll physics. I think its much more realistic and entertaining then the pre-set death animations were.

Burning Fish
10-15-2003, 08:33 AM
Yes, if good implanted, ragdoll physics rock. Havok has the best ragdolls now. Karma-ragdolls are not that good (used in UT2003), when body's fall from a distance, they bounce too much. Max Payne 2 uses Havok ragdolls and they look good.
Just look at the full trailer. There's a part where a couple of enemies are coming over a wall and Max shootes them in their legs. It's just amazing to see how the body's react do that, so good job Remedy!

g.suarez
10-15-2003, 09:01 AM
I am vomiting in anticipation.

Thriller
10-15-2003, 09:40 AM
Yes, if good implanted, ragdoll physics rock. Havok has the best ragdolls now. Karma-ragdolls are not that good (used in UT2003), when body's fall from a distance, they bounce too much. Max Payne 2 uses Havok ragdolls and they look good.

Its all about implentation. Neither Havoc nor Karma is very good if a developer just throws it in (UT2003). Think if it as a preset that can, and should, be adjusted to fit the game in question. The same things can be done with both of them.

As for ragdoll, I love it. I just wish developers could blend both ragdoll and animations, and make it look right. That would rock.

Nessus
10-15-2003, 10:28 AM
^ So true, I'm sure Karma is just as capable, its just that in UT2003 they didnt spend any time making the bodys move realistically. In the Max 2 trailers you can see that joints dont overextend on bodies, it looks to be the most realistic implementation of ragdoll ever seen in a game.

SkavenRMD
10-15-2003, 02:22 PM
Well, while I sound like I'm patting ourselves in the back saying this, I'm quite happy about the way the ragdolls turned out. Believe me, Olli Tervo - the programmer responsible for adjusting the ragdolls - worked his ass off to hone them to perfection. And it shows.

I was initially opposed to going 100% ragdoll with the death sequences because I thought combining them with animation would look more lively, but their latest incarnation looked so good I gave up the thought.

Of course, mod makers can freely go back to combining death animations with ragdolls if they want, but it should become obvious why we opted for 100% ragdoll.

Co11
10-18-2003, 08:42 PM
I was really worried about ragdoll because the pre-release videos are quite frankly pretty bad when it came to showing off the physics... but the release is 150% better than before release...

also moving cans and barrels adds a completely new dimension to my strategy, thus making more replayability... http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

in other words, I like havoks engine

Mountain Man
10-18-2003, 09:42 PM
The ragdolls are pretty awesome. I love watching how grenades send the bodies flying through the air! I was playing earlier this evening (before becoming a victim of the "Bad Allocation" error) and tossed a grenade into a courtyard where a few baddies were. The grenade blew the guys way up in the air and flung a couple trash cans up onto the balcony where I was standing! All in all, the physics in this game are terrific and the level of interaction is astounding. I really can't wait to see what Valve has planned for the Havok engine!