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.
> 
> 
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