This doesn't take a physics engine, just a few different death animations as someone else stated. It is just easier to imitate physics than create a physics engine.what woould you ather see on the battlefeild hundreds of bodys in the exact same pose that no-one would ever fall into anyway or bodys with unique positions.. think about it
What do you mean? They already charge into infantry and have a knockdown effect. Add a couple of new knockdown/knockback animations and its 90% as good as any physics engine.2.Horses charging into several infantry, (coolstuff eh)
Again, just a couple new animations for different types of damage representing the power of the weapon they're being hit by.1.Swinging a sword has a given mass and speed for moving the enemy when hit.
Things like ragdoll effects are nowhere near as influential to visual quality as something like decent face detail and facial expression, and just all around good smooth animations.
DaLagga said:This doesn't take a physics engine, just a few different death animations as someone else stated. It is just easier to imitate physics than create a physics engine.what woould you ather see on the battlefeild hundreds of bodys in the exact same pose that no-one would ever fall into anyway or bodys with unique positions.. think about it
What do you mean? They already charge into infantry and have a knockdown effect. Add a couple of new knockdown/knockback animations and its 90% as good as any physics engine.2.Horses charging into several infantry, (coolstuff eh)
Again, just a couple new animations for different types of damage representing the power of the weapon they're being hit by.1.Swinging a sword has a given mass and speed for moving the enemy when hit.
Its not that i'm against a physics engine, it would be cool, but i think that more and better animations with a bit of randomness to them is almost as good as a real physics engine and much easier to code. Things like ragdoll effects are nowhere near as influential to visual quality as something like decent face detail and facial expression, and just all around good smooth animations.
Juicy_jae said:I think for dying effects, a small death animation should be added (struggling and all that drama for example) then a transition to the ragdoll effect. This would definetly add to the immersion and replay value of the game.
Oh yes, i agree. But i'm not suggesting that you should attempt to account for all the variables. Just a few new animations, but nothing to fully compensate for the lack of a physics engine.However, despite the fact that it's easier to code individual animations, in the end it becomes more difficult than using a physics engine because of the enormous number of variables you'd be dealing with. If you get hit in the legs while you're running, you're going to fall down a very different way than if you were clotheslined with a warhammer.
Ahhh yes, that game was much fun online. Never really played that expansion though, just JK2. Choke was an uber deadly attack of much unstoppable death doom and destruction if abused properly online. Find a map with a few bottomless pits, grip someone and instantly fling the mouse in the direction of the pit. They go flying off the ledge and they never have time to push/pull out of it, their only chance is force absorb which had to have been active to beforehand. You are guaranteed to get flamedSomething like this was used in Jedi Knight: Jedi Academy. A good example of that would be using the grip power to choke an enemy to death and after they sputter and die they will slump into a heap.
darkbane said:All good points. However, despite the fact that it's easier to code individual animations, in the end it becomes more difficult than using a physics engine because of the enormous number of variables you'd be dealing with. If you get hit in the legs while you're running, you're going to fall down a very different way than if you were clotheslined with a warhammer. I'm not saying that the game has to have havok 3.0 level physics, but somewhat realistic battle dynamics and again somewhat realistically reactive environments would make things a hell of alot more interesting. Not to mention that all the weapons in the game are indestructable. If you try to block a stroke of my claymore with your quarter staff, the claymore is going to go right through it and keep going.