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Author Topic: Death and ragdoll effect  (Read 864 times)

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Wilco

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Death and ragdoll effect
« on: 26 Apr 2003, 21:26:03 »
Heres the deal, I was playing the amazing game known as hitman and i got an idea, is it possible to create new death animations from the existing ones and also, is it possible to implement the ragdoll effect into a script of some sort, because in my mind, ofp would be 100 times better.

If you are unsure of what ragdoll effect is, here is a demo of it, you need shockwave.

http://www.havok.com/xtra/demos/demo-ragdoll2.html
« Last Edit: 26 Apr 2003, 21:27:59 by Wilco »

Frosty

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Re:Death and ragdoll effect
« Reply #1 on: 28 Apr 2003, 10:56:37 »
Sorry but the ragdoll effect would be impossible. You would have to change the whole OFP engine.

Offline Baron von Beer

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  • I'm a llama!
Re:Death and ragdoll effect
« Reply #2 on: 02 May 2003, 06:43:15 »
hmm... I may need to have myself commited....

I found that demo to be... mesmorizing.  I spent a good 15 minutes twirling that little skeleton, and smashing him into the ground.  ;D

Now I know why.... they didn't create that! They just used some motion capture of the MUPPETS!!!!!!
« Last Edit: 02 May 2003, 09:25:37 by Baron von Beer »

Baphomet

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Re:Death and ragdoll effect
« Reply #3 on: 03 May 2003, 10:46:53 »
http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=9270

You can't make a game 100 times better with a feature like inverse kinematics unless the game blows monumental amounts of ass to begin with. There's one reason for pure aesthetics, that you'd want it in. I'll agree it's a nice feature, but there are so many more reasons to not implement it. Those realtime animation systems based on a marginally realistic physics engine would suck up more than it's share of resources, OFP is all about versatility and having a 5ghz machine because you want to render 200 guys on the field at once because the game lags to fuck because all the guys are slumping down in heaps in omnifarious directions is totally impractical.

OFP, and games like it, will be designed to be practical and versatile... lean mean tactcial gaming machines. Things like that if they took too much priority would drag things down.
« Last Edit: 03 May 2003, 10:49:27 by Baphomet »

Mr_Shady

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Re:Death and ragdoll effect
« Reply #4 on: 05 May 2003, 15:30:02 »
There's probably a more lag-friendly way of calculating ragdoll physics. I mean, a few years ago, to have about 200 AIs reacting to the player in a quasi-realistic fashion would have needed a NASA supercomputer, but I can comfortably have the same situation running on my 1.8Ghz PC. Give it a year or two, with the way games and tech is developing, and we'll have allsorts of cool features  :)