Rigid body physics?

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hentai

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As you know some new games(not released yet) are implementing new standards in physics, such as rigid body physics, soft bodies, clothes physics(no more overlapping/disappearing).
In short the games will recognize the fact that bodies have skeletons, and act accordingly, so to avoid rubber-like bodies that are currently in HL2.

Maybe some official info on this?
 
moderator should erase such stupid post(since every damn thing is already explained) including this one refering to that stupid post.

I wouldn't talk to members like that, not only do you sound like a tool in general, but being an unwarranted ass isn't cool around these parts and is liable to get you banned.

Anyway, when you're talking about rigid body physics, is this regarding the ragdolls in half-life 2 overlapping each other, or are you talking about an NPC's ragdoll overlapping itself? (One example i see all the time in source games, is the ragdolls elbows clipping inside of the body)
 
Rigid body physics are just boxes that can move around and collide with stuff.
 
I dont know, I dont think the bodies in HL2 look completely rubber like, to this date i personally havent seen better ragdolls in any other game.

Then again ive never seen a real dead body tumble down stairs or anything so I wouldnt know what would look realastic anyway :P
 
Were looking more and more like Steampowered every day. And yes, Hentai, I am going to remove the stupid posts. Namely yours.
 
I don't know, I don't think the bodies in HL2 look completely rubber like, to this date i personally haven't seen better ragdolls in any other game.

Then again ive never seen a real dead body tumble down stairs or anything so I wouldn't know what would look realistic anyway :P

Tried Red Orchestra?

I think the ragdolls in that game are really good. In HL2 more than half of the final resting poses look silly and unrealistic, but in RO they always look very real...
 
What's that? New games will recognize that bodies have skeletons? Sorry to spoil it for you, but that's ancient tech. Not in physics exactly, but overall. The first Half-Life had skeletal animations, animations were based on skeletons and actual body parts. Soft body physics have also been done several times, they're visible even on Doom3's otherwise underused physics in a few places very distinctly.

Strangely enough, the way bodies fall in HL2 is realistic most of the time, when it comes to, say, falling from heights. There is the occasional weird ragdoll though, particularly with falling down stairs/slopes.
 
Anyone feel their IQ drop a tiny bit while reading Hentai's posts :bonce:

Like has been said, rigid bodies are just solid objects colliding with each other, which Source physics are based on. Please research on some subject before speaking some BS you heard on steampowered.
 
He even got it wrong lol. Rigid bodies are not dead bodies (those are called rag-dolls). Idiot. And soft bodies are things like mattresses, not flesh-like bodies or something. Double idiot. And a game doesn't 'recognize' skeletons, the characters are made by them. Mega idiot!
 
Actually I picked up these terms from some DX10 representation. Anyway the point is that most of the bodies in HL2 look ridiculously distorted like they are joined baloons. And this new thing(whatever it's called) addresses this issue.
 
rigid sounds good to me the people physics in hl2 were hardly realistic at all
 
Actually I picked up these terms from some DX10 representation. Anyway the point is that most of the bodies in HL2 look ridiculously distorted like they are joined baloons. And this new thing(whatever it's called) addresses this issue.

Which sounds even more ridiculous. You know what DirectX10 is? It's a graphics technology. DX10 has shaders, lighting effects and such stuff. It doesn't have physics, so I can't see why a DX10 article/specification would ever mention soft body physics or anything like that :).
 
Aaagh.
To sum it up:
Rigid-body physics = boxes, barrels, etc. - things that don't deform.
Soft-body physics = mattresses - things that deform as if held together with springs
Ragdoll physics = bodies - sort of like soft-bodies, but skeletally deformed and usually with joint limits; "rubberiness" comes from weak joint-springs, not the physics engine itself
Cloth physics = capes, etc. - not present in Source; specifically cloth-related, though soft-body systems can give a decent approximation

Can this thread be closed now?
 
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