MagnusWootton said:
If you make the game characters sorta like Karl Sims evolved creatures they do most the work themselves, and u just have to write the code that motivates the behavior instead of the explicit animations, and its a lot easier.
Yeah, exactly.
Though, that Sims stuff ignores the key problem, which is balancing a tall humanoid on two small feet forming a very small support polygon. I did not find much in robotics papers to help me on that.
MagnusWootton said:
Im actually working on lighting now
Hehe, sadly i waste all my time on lighting.
Working on ragdolls only very rarely for short durations of time. : (
Blackberry said:
Seriously man, you say you want to see this simulation replace animation, but where would be the best place for that to begin!?
Well, i was playing around with that physics engine and saw it has to potential to simulate humonoids.
This was the end of my game dev carreer. I've decided to focus on research. I was already working on realtime GI, and i started with ragdolls, and back then i felt i like research more than working on games directly.
If you want to work on a game, i do not recommend to work on robotics too, since you can't do both, i would say.
So maybe you better work with what's current state of the art and wait until Epic / Unity integrates related features ready for everyone.
However, my personall journey on this was like that:
Figure out a way to do the simulation. The tiny and lightweight toes body has to carry all the weight of 20 ragdoll bodies. (Conventional physics engines lack the required accuracy and robustenss of joints and motors, but some have robotics support now.)
Test it with playign back some animation. They joint motors should be accurate enough to do this precisly - otherwise no chance it will work for real locomotion.
Work on balancing. Good toy problem is move the center of mass of the entire ragdoll to some target position as fast as possible, keeping both feet in place. I use an inverted pendulum model for balancing, which is simpler than the ragdoll and analytical closed form solutions exist, but i needed to use Mathematica to deal with the equations.
Make it walk, which is much easier than the balancing problem. (That's where i am right now.)
Make it run, climp, swim, carry and placing objects, pointing a gun.
Attempt some melee combat.
Mission accomplished. Animation is now offically dead. :D
Blackberry said:
With a director saying “I want you to show me 100 different sucssefull light attacks on the same enemy, and they all look totally different!
They will be all differnt by default, but that's not what the game designing director wants.
He wants that the enemies are predictable, which is a requirement for a good action game.
He also wants low latency.
I expect some new problems on those things, but i have solutions in mind.