André Damli
Newbie
- Joined
- Nov 21, 2004
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Some things have always puzzled my mind in games, like why the weapons are held away from your hip (or if on the hip, your eyes are actually to the left of the crosshair), but right now, what bothers me the most is the use of ragdoll physics.
I believe the term comes from the fact that models will react like a ragdoll does, such as falling down slopes, aligning to the stairs and such, avoiding to always lay horizontally when dead.
The problem, from my point of view, is that game developers make the human models be actual ragdolls, instead of humans.
No human would wave their arms and leg about like they do in Half-Life 2, Dead Man's Hand or any other game I've seen with Ragdoll Physics.
Counter-Strike: Source is the only game I've seen that's closest to using more human physics.
Oh, and DooM 3, I believe. No crazy ness there as far as I remember, even with a modified, powerful Shotgun knockback.
They are supposed to be humans, not ragdolls.
The physics is just a term to how the models CAN react, not how they SHOULD react.
Is there anyone that shares my opinion on this?
I believe the term comes from the fact that models will react like a ragdoll does, such as falling down slopes, aligning to the stairs and such, avoiding to always lay horizontally when dead.
The problem, from my point of view, is that game developers make the human models be actual ragdolls, instead of humans.
No human would wave their arms and leg about like they do in Half-Life 2, Dead Man's Hand or any other game I've seen with Ragdoll Physics.
Counter-Strike: Source is the only game I've seen that's closest to using more human physics.
Oh, and DooM 3, I believe. No crazy ness there as far as I remember, even with a modified, powerful Shotgun knockback.
They are supposed to be humans, not ragdolls.
The physics is just a term to how the models CAN react, not how they SHOULD react.
Is there anyone that shares my opinion on this?