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12/3/2010 -Animated Flags, Ragdoll physics and Large armies.

 
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Fri Dec 03, 2010 6:36 pm    Post subject: 12/3/2010 -Animated Flags, Ragdoll physics and Large armies. Reply with quote

Hey guys,

Here are a few screenshots of a combat prototype I'm working on. Some of the new features include: Animated flag rendering, ragdoll physics, and a 1000 soldier army. I'm getting a lot of new stuff done w the game, I can't post any of that until it's announced in the coming months. It will be a lot different than these screenshots though Wink











I also finished all major work on the ragdoll physics system. They now seamlessly blend between animation->physics representation. I can just _not_ create constraints between ragdoll body parts to simulate arms/legs getting blown off...plus creating no constraints at all - and swapping the visual models gives a gib effect.

Here are the ragdoll physics as viewed from the Havok Physics remote debugger. Range of motion is still not correct in this screen.


Another feature is location based damage - visually demonstrated by my Minecraft army -_- I'm using the hitbox model as the visual model Cool



- Dan
_________________
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"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
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the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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