if you do nt
use ragdoll physics in a shooting game, where are you gona use it?
Not exact matches
The experiment compared player reactions to two combat games, one that
used «
ragdoll physics» to create realistic character behaviour and one that did not, in an animated world that nevertheless looked real.
There was no difference in priming between the game that employed «
ragdoll physics» and the game that didn't, as well as no significant difference between the games that
used «real» and «unreal» solider tactics.
The original concept of the game made
use of the Nvidia Physx and Apex Physic engines, while incorporating
ragdoll physics for both humans and goats (not the weirdest thing I'll type).
I only really have a couple of minor issues with this game: first, the collision detection when
using a sniper rifle is quite poor, making that weapon almost useless in many situations; secondly, the game is not taking a real advantage of the
physics engine - having silly
ragdolls is fine, but I believe there should've been more physical interactions with environment and objects.