"Rubber Doll" Characters

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Archived from groups: alt.games.half-life (More info?)

One of the nicer 'enhancements' to HL2 is the use of fully articulated
characters, who bounce around realistically when hit. I first saw this
used in Trespasser, and thought this was rather neat, but the 'rubber'
dinos always assumed a rigor mortis state after dying.
One other game that uses this technology, and which I'm currently
playing, is Rockstars's Max Payne 2. If you want to see bodies blown
up and flying around, this is the game to get.
 
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On 2/5/2005 9:12 PM David Seiver brightened our day with:

>One of the nicer 'enhancements' to HL2 is the use of fully articulated
>characters, who bounce around realistically when hit. I first saw this
>used in Trespasser, and thought this was rather neat, but the 'rubber'
>dinos always assumed a rigor mortis state after dying.
>One other game that uses this technology, and which I'm currently
>playing, is Rockstars's Max Payne 2. If you want to see bodies blown
>up and flying around, this is the game to get.
>
>
>
Max Payne is where the Havok physics engine comes from, used in Halo 2
as well.

--
Steve ¤»Inglo«¤
www.inglostadt.com
 
Archived from groups: alt.games.half-life (More info?)

On Sun, 06 Feb 2005 05:12:10 GMT, David Seiver <Nonya@bizniss.net>
wrote:

>One of the nicer 'enhancements' to HL2 is the use of fully articulated
>characters, who bounce around realistically when hit. I first saw this
>used in Trespasser, and thought this was rather neat, but the 'rubber'
>dinos always assumed a rigor mortis state after dying.
>One other game that uses this technology, and which I'm currently
>playing, is Rockstars's Max Payne 2. If you want to see bodies blown
>up and flying around, this is the game to get.

It is called rag doll physics. Painkiller is my favourite
implementation of it.
--
Andrew, contact via interpleb.blogspot.com
Help make Usenet a better place: English is read downwards,
please don't top post. Trim replies to quote only relevant text.
Check groups.google.com before asking an obvious question.
 
Archived from groups: alt.games.half-life (More info?)

Andrew wrote:
>
> It is called rag doll physics.

Aww, don't spoil the image 😉

--
Paul
 
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LymanAlpha wrote:
>>
> Max Payne is where the Havok physics engine comes from, used in Halo 2
> as well.



No... actually the Havok physics engine comes from here:

http://www.havok.com/

The Max Payne game(s) just use it...
 
Archived from groups: alt.games.half-life (More info?)

No. Dublin is where the Havok physics engine comes from.

Civilian_Target

LymanAlpha wrote:
> Max Payne is where the Havok physics engine comes from, used in Halo 2
> as well.
>
 
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On Sun, 06 Feb 2005 18:40:06 GMT, "Smart Feet"
<smartfeet@yourshoes.com> wrote:

>LymanAlpha wrote:
>>>
>> Max Payne is where the Havok physics engine comes from, used in Halo 2
>> as well.
>
>
>
>No... actually the Havok physics engine comes from here:
>
>http://www.havok.com/
>
>The Max Payne game(s) just use it...
>

Yes, I see they also incorporated the technology into Medal of Honor,
Allied Assault, which I am about to play next.
 
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"Civilian_Target" <tadhgp@bigfoot.com> wrote in message
news:36p1ciF54hrfaU1@individual.net
> No. Dublin is where the Havok physics engine comes from.
>
> Civilian_Target
>
> LymanAlpha wrote:
>> Max Payne is where the Havok physics engine comes from, used in Halo
>> 2 as well.

Please correct me if I'm wrong folks, but doesn't HL2 use the Havok
physics engine (could be read as module, as in USED by Source engine).
McG.
 
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McGrandpa wrote:
> "Civilian_Target" <tadhgp@bigfoot.com> wrote in message
> news:36p1ciF54hrfaU1@individual.net
>
>>No. Dublin is where the Havok physics engine comes from.
>>
>>Civilian_Target
>>
>>LymanAlpha wrote:
>>
>>>Max Payne is where the Havok physics engine comes from, used in Halo
>>>2 as well.
>
>
> Please correct me if I'm wrong folks, but doesn't HL2 use the Havok
> physics engine (could be read as module, as in USED by Source engine).
> McG.
>
>
Yes, yes, it does. Except that Valve have modified the Havok engine to
be a lot more effective that it was previously.
 
Archived from groups: alt.games.half-life (More info?)

McGrandpa wrote:

>>>Max Payne is where the Havok physics engine comes from, used in Halo
>>>2 as well.
>
>
> Please correct me if I'm wrong folks, but doesn't HL2 use the Havok
> physics engine (could be read as module, as in USED by Source engine).

Yep.. as does FarCry... in fact, the havok engine is used in *loads* of
games..



--
Ben Cottrell AKA Bench
 
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On Tue, 08 Feb 2005 00:12:38 +0000, Ben Cottrell
<bench@bench333.screaming.net> wrote:

>Ben Cottrell wrote:
>
>> Yep.. as does FarCry... in fact, the havok engine is used in *loads* of
>> games..
>
>Whoops! Wrong button! I meant to paste this link at the end
>http://www.havok.com/clients/titles.php

Heh! I think that 'Destroy All Humans' game looks pretty amusing. Have
to watch out for it.

Erik
 
Archived from groups: alt.games.half-life (More info?)

On Tue, 08 Feb 2005 00:00:24 GMT, GFree <nickt4001@yahoo.com.au>
wrote:

>> Please correct me if I'm wrong folks, but doesn't HL2 use the Havok
>> physics engine (could be read as module, as in USED by Source engine).
>> McG.
>>
>>
>Yes, yes, it does. Except that Valve have modified the Havok engine to
>be a lot more effective that it was previously.

Playing MOHAA, I notice that the characters die in more realistic
fashion than HL2 or Max Payne. They are scripted until the physics
take over.
 
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David Seiver wrote:
> On Tue, 08 Feb 2005 00:00:24 GMT, GFree <nickt4001@yahoo.com.au>
> wrote:
>
>
>>>Please correct me if I'm wrong folks, but doesn't HL2 use the Havok
>>>physics engine (could be read as module, as in USED by Source engine).
>>>McG.
>>>
>>>
>>
>>Yes, yes, it does. Except that Valve have modified the Havok engine to
>>be a lot more effective that it was previously.
>
>
> Playing MOHAA, I notice that the characters die in more realistic
> fashion than HL2 or Max Payne. They are scripted until the physics
> take over.
>

MOHAA doesn't use the Havok physics engine. The deaths are completely
motion-captured (I believe). I don't know what the latest MOH games
uses, but if you're refering to the first MOH, then those deaths were
fully scripted.
 
Archived from groups: alt.games.half-life (More info?)

David Seiver wrote:

> One of the nicer 'enhancements' to HL2 is the use of fully articulated
> characters, who bounce around realistically when hit. I first saw this
> used in Trespasser, and thought this was rather neat, but the 'rubber'
> dinos always assumed a rigor mortis state after dying.
> One other game that uses this technology, and which I'm currently
> playing, is Rockstars's Max Payne 2. If you want to see bodies blown
> up and flying around, this is the game to get.

Ragdoll physics was used in ... UT2003 wasn't it? There was also some
skeletal articulation in HL1, most noticeable in the tentacled two-legged
lizard thing.

--
_______________________

/mel/
 
Archived from groups: alt.games.half-life (More info?)

GFree wrote:
>>
>> Playing MOHAA, I notice that the characters die in more realistic
>> fashion than HL2 or Max Payne. They are scripted until the physics
>> take over.
>
> MOHAA doesn't use the Havok physics engine. The deaths are completely
> motion-captured (I believe). I don't know what the latest MOH games
> uses, but if you're refering to the first MOH, then those deaths were
> fully scripted.

Perhaps he means Medal of Honor: Pacific Assault, which does use Havok physics.

--
Paul