tipforeveryone Posted July 27, 2018 Share Posted July 27, 2018 I remember first few months of using Leadwerks, I can implement a ragdoll in character bone system (using Joints). I love ragdoll physics when shooting some humanoid target, I guess I will use the same technique to my current game. ragdoll is possible for current bone system (each bone is an entity) but how about Turbo ? Does that mean "NO HOPE" for ragdoll physic for new system. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted July 27, 2018 Share Posted July 27, 2018 It will be doable, somehow. I don't really know how though. I think we can automatically generate those capsule shapes from the attached vertices at each bone, and somehow make a rule that the physics commands also work on bones. So I guess the hierarchy would be something like this: Object SharedObject Object3D (physics work on this) Bone (simple) Entity (complex) 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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