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Ragdoll-like physics.


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#21 Jack Gallows

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Posted 14 February 2012 - 09:08 AM

View PostVernius Ix, on 14 February 2012 - 08:58 AM, said:



Wow. I think you should try making something up to that level before you run your mouth.


To reply in kind is the surest way to continue fanning the flames of hate and discontent, a better path would be to be more constructive in a response.

On topic

I personally have not played MW:LL though it looks to be a fine mod, and considering the limitations they have, I'd say they're done quite an amazing job at it.

The physics of a 'mech falling/etc in MW:O doesn't have to be super complex, but work fine enough with the surroundings and how they go down so that it looks good enough. Just so it isn't a stiff item that plops onto the ground like it's an empty 3d model like it really is.

Edited by Jack Gallows, 14 February 2012 - 09:08 AM.


#22 Exilyth

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Posted 14 February 2012 - 10:05 AM

*opens can of worms*



#23 Listless Nomad

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Posted 14 February 2012 - 06:39 PM

the example started at 3:20 in that video was most interesting to me. Could be a nice way to animate a mech stumbling under weapons fire.

#24 Orzorn

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Posted 14 February 2012 - 06:47 PM

View PostListless Nomad, on 14 February 2012 - 06:39 PM, said:

the example started at 3:20 in that video was most interesting to me. Could be a nice way to animate a mech stumbling under weapons fire.

I think I liked the "game" that they include near the end. Imagine a heavily expanded version of this for MWO. Instead of directly controlling your mech, you essentially give it directions (of course, it still controls the same way for the player, but the mech would act a bit differently). So instead of a mech slamming into a foot high object on the ground, it would realize it is being blocked, and due to its physics calculations, figure that the fastest solution is to raise its leg to get over the object. So instead of doing like previous Mechwarrior games and slamming into an object, the mech would react (as it should) and solve the problem.

In addition, as you pointed out, the system for stumbling (which is part of this physics based solution) would make firing on a mech seem much more realistic, not to mention the mech would react realistically to the forces the projectiles exert upon it.

#25 Listless Nomad

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Posted 14 February 2012 - 06:49 PM

View PostOrzorn, on 14 February 2012 - 06:47 PM, said:

I think I liked the "game" that they include near the end. Imagine a heavily expanded version of this for MWO. Instead of directly controlling your mech, you essentially give it directions (of course, it still controls the same way for the player, but the mech would act a bit differently). So instead of a mech slamming into a foot high object on the ground, it would realize it is being blocked, and due to its physics calculations, figure that the fastest solution is to raise its leg to get over the object. So instead of doing like previous Mechwarrior games and slamming into an object, the mech would react (as it should) and solve the problem.

In addition, as you pointed out, the system for stumbling (which is part of this physics based solution) would make firing on a mech seem much more realistic, not to mention the mech would react realistically to the forces the projectiles exert upon it.


I completely agree - since we already control the mech with a throttle rather than a movement key, we kind of operate based on that mentality anyway. Unfortunately - I've fairly certain that the physics engine is already built into the Crysis engine and most of this discussion is moot. Still it would be wicked cool to have weapon impacts affect mechs like this.

#26 Ravn

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Posted 14 February 2012 - 07:02 PM

You mean you don't like falling forward no matter the direction of a crippling shot?

#27 nubnub

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Posted 14 February 2012 - 07:06 PM

1. Fluff
2. QWOP (www.foddy.net/Athletics.html)
No rag-doll

#28 Ravn

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Posted 14 February 2012 - 07:46 PM

Don't listen to him devs, I love fluff!

#29 Elizander

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Posted 14 February 2012 - 10:37 PM

It would make it interesting when you're doing all those endless hours of gameplay to see mechs fall over in various positions instead of just a fixed 'flop over I'm dead' animation. The FPS I currently play uses rag-doll and I never get tired watching corpses flying and twisting through the air when they get blown up and killed by a grenade or how other guys fly back from point blank shotgun kills.

Probably not completely necessary for me, but it would greatly enhance the experience.

#30 Dihm

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Posted 15 February 2012 - 06:45 AM

View PostExilyth, on 14 February 2012 - 10:05 AM, said:

*opens can of worms*



Wow, that'd be so awesome...





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