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Game Engine - Ragdoll Physics

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Uploaded by on Jul 16, 2010

Has been a long time since my last update, that's because i was too busy doing work projects. Now one of my personal goals is done, Ragdoll physics for skinned meshes using Nvidia PhysX.

There is still some issues with freedom degrees and joints constraints,, but anyway is just tuning a bit.

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Science & Technology

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Standard YouTube License

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Uploader Comments (0Camus0)

  • 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 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.

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All Comments (7)

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  • how does this game work?

  • 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!

  • 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?

  • @0pwnz0 it would but it would destroy the frames per second :D

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