Ragdoll physics can be hilarious in a very absurd way. I remeber Please login to see this link..
Now I have this idea in mind to make a really funny game that requires this kind of thing. I want to be able to make walking creatures you can pick up at any limb and place anywhere on the screen or make them fall.
Seemed simple to me at first with the powerful Physics engine. However, it's not. The more I try to get it done, the messier it becomes:
- Through Revolute joints, the limbs are connected to the torso and the torso to the head. This does create a funny ragdoll effect when falling. All body parts movements are set to Physics - Idle
- When I set a body part movement to Dragable, I make the connecting body part follow it, by keeping its position relative to the dragged body part. Here comes a first problem. When dragged at a fast speed, all connected parts lag behind, causing them to detach while dragging.
- Switching between Physics - Idle and Dragable makes a total mess. Click on object to test when user wants to drag the body part, negated repeat on mouse button to test when the user no longer drags, tried to make this mechanic more solid by using flags to indicate which movement should be switched to.
Especially while making the movement switches, I got the feeling that I'm making it more complicated than it has to be, therefore making it worse than it has to be. I doubt Tetka has much code to it.
Does anyone have an idea how to make this in a simple way?