

Rag doll physics are good for only a few things; unintentional comedy, YouTube meme, humorous .gifs, and... That's about it.
Besides this game is hard enough on a computer asking it to render rag doll physics for numerous players at random times is just a recipe for your graphics card to catch on fire!


I don't think it'd be a good idea to add ragdoll physics, simply because adding a physics engine of any kind is likely going to cause a good deal of extra processing power to be required, without much of a benefit to the players.
It already has a physics engine. Look at the way clothes/robes/etc behalves when people move.
I don't understand though why people would want dying monsters flung at them at high velocities while they craft or something.


I love the way goats die its funny >_>.


the implementation of ragdoll would be a cheap looking downgrade in my opinion
i let mr.horse answer that one for me:
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We do? How do you know? Unless you mean that basic, buggy clothes physics. I mean, come on. Not even collision detection built in?
2.0 will allow to adjust your performance in finer steps than the current, so that shouldn't be the problem. PhysX is restricted to nVidia cards anyway, so if SE adds a physics system, it will be most likely CPU-based.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]


if you get hit from behind you are knocked fowards, if you are hit from the front you are knocked backwards. if you block or parry, weapons are knocked back. is it true physics no but at least we still have hit detection this way you could add multiple dying animations to one mob based on the hit direction.We do? How do you know? Unless you mean that basic, buggy clothes physics. I mean, come on. Not even collision detection built in?
2.0 will allow to adjust your performance in finer steps than the current, so that shouldn't be the problem. PhysX is restricted to nVidia cards anyway, so if SE adds a physics system, it will be most likely CPU-based.
That's just animations though, meaning they are not scaled with attack strength. For example parrying Ifrit's hit and a rat's hit still leads to the same animation.if you get hit from behind you are knocked fowards, if you are hit from the front you are knocked backwards. if you block or parry, weapons are knocked back. is it true physics no but at least we still have hit detection this way you could add multiple dying animations to one mob based on the hit direction.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]



ITT: people who don't know that ragdoll doesn't have to be goofy.
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