Re: Kinematic Collision
metanet software <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> (Cue: someone will now insert a reference to a fighter that > does just that, and I just wasn't aware Probably you're aware of these -- not perfect, but steps in that general direction: http://www.fun-motion.com/physics-games/toribash/ http://www.fun-motion.com/physics-games/sumotori-dreams/ AFAIK the recent Fight Night demo I tried was doing some driven-ragdoll stuff, in that when your punch is blocked/deflected your arm seems to move aside in a more realistic way. But I don't think it feeds into the character's position though, it's just one-way/graphical :( raigan --- On Mon, 9/14/09, Jon Watte <[email protected]> wrote: > From: Jon Watte <[email protected]> > Subject: Re: [Algorithms] Kinematic Collision > To: "Game Development Algorithms" <[email protected]> > Received: Monday, September 14, 2009, 11:16 AM > Pierre Terdiman wrote: > > > > I think people just make sure the bounding volume is > big enough to > > enclose the whole punch motion. > > That means that the bounding volume expands as part of the > animation. > What do you do when the bounding volume pushes into the > mountain? > Sliding back the entire rest of the character is not ideal > -- especially > if something equally immovable is behind. > Or the bounding volume of the longest animation determines > where the > character can walk, which means you can't pass through > doors narrower > than 5 meters... > > > > > Same here. I wonder what's the most advanced thing > done in games in > > that respect, or if all of this is really needed (I > had the impression > > it wasn't, so far) > > If we have someone from Tekken or DoA here, that'd be nice! > Personally, > I find that the foot-backwards-sliding that traditionally > happens when > you punch into blocks, for example, is quite disconcerting. > I believe > that if someone could built a responsive fighter with > integrated ragdoll > physics and full collision detection, it could have the > opportunity to > lift the genre to the next level. > > (Cue: someone will now insert a reference to a fighter that > does just > that, and I just wasn't aware, as I come at this from > maker-of-characters and player-of-fighters but not as > maker-of-fighters) > > Sincerely, > > jw > > > > -- > > Revenge is the most pointless and damaging of human > desires. > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal > Reports 2008 30-Day > trial. Simplify your report design, integration and > deployment - and focus on > what you do best, core application coding. Discover what's > new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > __________________________________________________________________ Get a sneak peak at messages with a handy reading pane with All new Yahoo! Mail: http://ca.promos.yahoo.com/newmail/overview2/ ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list