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Posted

I remember first few months of using Leadwerks, I can implement a ragdoll in character bone system (using Joints). I love ragdoll physics when shooting some humanoid target, I guess I will use the same technique to my current game.

ragdoll is possible for current bone system (each bone is an entity) but how about Turbo ? Does that mean "NO HOPE" for ragdoll physic for new system.

 

 

 

  • Like 1
Posted

It will be doable, somehow. I don't really know how though. I think we can automatically generate those capsule shapes from the attached vertices at each bone, and somehow make a rule that the physics commands also work on bones. So I guess the hierarchy would be something like this:

  • Object
    • SharedObject
      • Object3D (physics work on this)
        • Bone (simple)
        • Entity (complex)
  • Like 1

Let's build cool stuff and have fun. :)

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