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Robust Task-based Control Policies for Physics-based Characters

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Uploaded by on Sep 14, 2009

Source at: http://code.google.com/p/cartwheel-3d/
Project and game at: http://www.cs.ubc.ca/~beaudoin/papers/index.html

Siggraph Asia 2009 Technical Paper. Authors: Stelian Coros, Philippe Beaudoin and Michiel van de Panne. University of British Columbia.

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Science & Technology

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Standard YouTube License

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Uploader Comments (philbeaudoin)

  • Updated game link. It should work now, give it a try!

  • Wow, this is amazing.

    I need to learn how to do this.

  • @k0ma1337 Glad you like it. I added links to related pages in the description, check them out.

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All Comments (8)

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  • remembers teh euphoria engine

  • Good, really, but you guys are missing something. If you want a humanish walk(or even animal) you do need to use the whole body weight.

    When someone begin to fall, he moves his whole body, and arms, to try to bring his gravity center back to stable.

    So you need to take that in mind, and make the ragdoll move the arms to help equilibrate, avoid those huge legs strect just because you hit a low weighted item, and most of all, make it a lot more realistic.

  • Great job, just imagine games with no npc animations, just physics!

  • The game link seems to be broken. :(

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