I like it, but I agree with GoRaGeBbit. It's very stiff. That sort of thing would work extremely well on objects like tires and rubbery/jelly molds. Restrict the shoulders, elbows, knees, and etc to 90 degrees and 0 respectively.
The joints seem too stiff. I wonder how the skinning works. BTW do you know of a premade ragdoll character available for download? Or a free editor that can produce physx data to load to my application?
how does this game work?
lantern26 6 months ago
I like it, but I agree with GoRaGeBbit. It's very stiff. That sort of thing would work extremely well on objects like tires and rubbery/jelly molds. Restrict the shoulders, elbows, knees, and etc to 90 degrees and 0 respectively.
I love yours engines, keep up the great work!
HarveyMidnight 8 months ago
Comment removed
JoshuaStevenGrant 9 months ago
The joints seem too stiff. I wonder how the skinning works. BTW do you know of a premade ragdoll character available for download? Or a free editor that can produce physx data to load to my application?
GoRaGeBbit 1 year ago
Damn, you're good. I know nothing about making engines, but if you're using Nvidia phisics then this wouldnt work on ATI. Am i right?
0pwnz0 1 year ago
@0pwnz0 it would but it would destroy the frames per second :D
Cobac 1 year ago
@0pwnz0 Hi thanks, the simulation runs on Software mode, the pair of functions
simulate(elapsedTime);
flushStream();
Both take the same milliseconds on Ati or Nvidia, is fully processed in the CPU.
0Camus0 1 year ago