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Thread: Pandora Tomorrow needs Rag-doll physics | Forums

  1. #1
    XyZspineZyX
    Guest
    I'm assuming that most of you have played Splinter Cell and have probably noticed that the bodies are a little.stiff.

    I think Pandora Tomorrow needs to incorporate rag-doll physics into the enemies. If I recall, early interviews/previews of Splinter Cell the developers always emphasised the soft body physics that they put into the curtains/blinds and no doubt it was a nice touch that added to the realism.

    Well, to help with the realism rag-doll should be implemented. In Splinter Cell there were many opportunities to snipe some guard on a ledge and they'd just fall down. I want to see them fall down off the ledge, smack a crate, and then bounce off the floor. (You get the point.)

    Pandora Tomorrow uses the Unreal II/Warfare engine, which has the Karma Rigid-Body Physics engine so, implementing it into Pandora Tomorrow shouldn't be too trouble-some.

    As Emeril would say, "It would kick it up a notch!"
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  2. #2
    XyZspineZyX
    Guest
    I'm assuming that most of you have played Splinter Cell and have probably noticed that the bodies are a little.stiff.

    I think Pandora Tomorrow needs to incorporate rag-doll physics into the enemies. If I recall, early interviews/previews of Splinter Cell the developers always emphasised the soft body physics that they put into the curtains/blinds and no doubt it was a nice touch that added to the realism.

    Well, to help with the realism rag-doll should be implemented. In Splinter Cell there were many opportunities to snipe some guard on a ledge and they'd just fall down. I want to see them fall down off the ledge, smack a crate, and then bounce off the floor. (You get the point.)

    Pandora Tomorrow uses the Unreal II/Warfare engine, which has the Karma Rigid-Body Physics engine so, implementing it into Pandora Tomorrow shouldn't be too trouble-some.

    As Emeril would say, "It would kick it up a notch!"
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  3. #3
    XyZspineZyX
    Guest
    yeah, that'd be cool ....

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  4. #4
    XyZspineZyX
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    They said, that the Unreal Engine can't supposrt it. But I may be wrong.. [img]/i/smilies/16x16_smiley-wink.gif[/img]

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  5. #5
    XyZspineZyX
    Guest
    Heres something I found at Epicgames.com about Karma Physics:

    "February 2002

    For several months we have been working closely with MathEngine plc, based in Oxford, UK. Starting with version 829 MathEngine's Karma physics is now integrated into the Unreal Engine. A separate license, purchased directly from MathEngine, is required to use the technology in a game but the integration work is already done for developers using our engine."

    I guess it comes down to if Ubisoft wants to pay for it. I think its worth it. The game is gauranteed sales
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  6. #6
    XyZspineZyX
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    I was today playin Vselka and a grenade i threw propelled a guy pretty far, thats kind of ragdoll

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  7. #7
    XyZspineZyX
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    The engine supports it, but it taxes frame rates and game performance.





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  8. #8
    XyZspineZyX
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    I liked the physics in Jedi Knight 2... I'd line up a storm trooper then shoot him with huge gun just to see him fly backwards. they should use those in PT, dunno if they're technically rag-doll.

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  9. #9
    XyZspineZyX
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    yeah in the first one they only made people fall one way, that's why no matter where you shot a guy, he always fell the same way, this was to allow room for other stuff in the game like the soft physics

    but yeah i hope they change that for PT

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  10. #10
    XyZspineZyX
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    they should make it so that if sam gets detected he can pull out a shotgun and blow people across rooms! and then, hide the bodies.....

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