How Ragdoll Physics Works!

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  • เผยแพร่เมื่อ 4 ม.ค. 2025

ความคิดเห็น • 146

  • @Otzdarva
    @Otzdarva 9 ปีที่แล้ว +51

    These videos are incredibly insightful. Keep the good work up!

  • @vjm3
    @vjm3 8 ปีที่แล้ว +29

    For those of you wondering what Calculus is used to get from position to velocity, it's called "derivatives."
    Using derivatives, we can have an equation which represents a position of that fly at a time. When that fly moves to a bunch of positions, it does so at a bunch of different times. For example at t=1second, we plug 1 second in to the position equation and we'll get where it was at that time, or y(t) (aka "position at time t"). Then we can do the same for its position at time t=2seconds. Plug 2 seconds in to the position equation, and we'll get where it was at 2 seconds. Rinse and repeat for any other time.
    But where does calculus come in to play?
    Well what if I told you we can take that position equation, and use calculus "derivative" to get a new equation which then describes the fly's VELOCITY at any given time!? You'd ask "But position and velocity have nothing to do with one another!" Except mathematically they do!
    And do you know what's the best part? We can use another form of calculus called "integration" to go BACKWARDS. An example: If we know nothing about the fly's movement other than its acceleration at many different times, and we have an equation which represents this acceleration, we can then take the integration of that equation to get an equation which represents its velocity! But even better, we can then take the integration of this new velocity equation and get a new equation which describes the fly's position!!!
    Calculus is so powerful, we can gather data of the acceleration of a fly over time and do a bunch of math to figure out its POSITION over time!!! ANY position over time! I mean we need a little more info than that, but it's incredibly powerful stuff, and videogames use it all the time!

    • @vjm3
      @vjm3 8 ปีที่แล้ว +7

      I figured I'd do a math example out just to better support what I wrote above:
      Let's say someone makes a bunch of data points of the fly's position at specific times. But they want to know the velocity of the fly at any time. How will they do this?
      Use derivatives.
      So after we plug all of the data points on a graph we then do some math to create a best fit line for those points. From this, we can create an equation which represents it. It could be super complex or simple, depending on what and where the fly does while it flies around.
      Let's say after we calculate all the stuff we come up with an equation for the fly's position at certain times:
      y(t)=the position of the fly at any time
      v(t)=the velocity of the fly at any time
      a(t)=the acceleration of the fly at any time
      t= the time while the fly was flying about
      y(t)= t^3+24t-90
      So at, let's say, t=4 seconds, what was the fly's position?
      y(4)=(4)^3+24(4)-90
      y(4)=64+96-90
      y(4)=70
      So after 4 seconds, the fly was 70 inches away from where it started.
      So now let's figure out what it's velocity at t=4 seconds would be. How? Take the derivative of the equation above. ( Note: Look up how to take derivatives of different stuff to truly understand how I'm doing this math.):
      dy(t)=t^3+24t-90dt
      v(t)= (3)t^2+24-0
      v(t)=(3)t^2 + 24
      So this new equation is what we can use to find the velocity of the fly at any time. Remember that our time from before was t=4 seconds? Plug this in to this new velocity equation and see what you'll get:
      v(4)=(3)(4)^2 +24
      =(3)(16) +24
      = 48+ 24
      v(4)= 72 inches/second
      So now we know from the y(4) and the v(4) equations, at t=4 seconds, our fly was traveling 72 inches/second when it was 70 inches away from where it started. We didn't even need to use a fancy device to measure its velocity!!!! Just use math!!!!!
      You can do the same process above with acceleration:
      a(t)= (6)t + 0
      a(t)=6t
      a(4)=6(4)
      a(4)= 24 inches/second^2
      The fly at t=4 seconds was traveling with an acceleration of 24 inches/second^2. Think of this as "Every second that passes, how much faster does the fly move?" Well it'll travel 24 inches FASTER than it was during the prior second.
      Once you guys get to calculus you'll learn all of this, but it's super powerful stuff that you can use to do all kinds of stuff.

    • @stoyanilchev
      @stoyanilchev 8 ปีที่แล้ว +4

      vjm3 damn great comment. I wish they explained it to us with examples like this instead of boring abstract none sense stuff. We kind of did that in physics class but math classes were boring as hell

    • @vjm3
      @vjm3 8 ปีที่แล้ว +2

      STYtoxic
      Most math just begs to be applied to real life, otherwise it's not justified in our minds, and becomes a memorization chore.
      I just wish there was a simpler way to type it outside of 80+ lines.

  • @cdbarbuto
    @cdbarbuto 9 ปีที่แล้ว +47

    I love these videos!
    I clicked on it thinking, "I know how ragdoll physics work"
    Then I instantly began to get schooled.
    I love when youtubers actually know what they are talking about.

  • @WiiAllTheWayHome
    @WiiAllTheWayHome 9 ปีที่แล้ว +2

    I noticed and posted something to the subreddit a few days ago: corpses on certain elevators tend to start floating off the ground slightly. Both a channeler's corpse and the corpse of a crystal hollow seemed to have a similar maximum distance from the elevator floor.

  • @ShankMods
    @ShankMods 8 ปีที่แล้ว +4

    Your videos are excellent! Your editing pace, good voice, interesting doodles, and concise information are all great for how few subscribers you have. I learn so much from your videos. Your channel feels under appreciated, and I feel its only a matter of time before your channel starts to gather more attention.

  • @roboticsguyy
    @roboticsguyy 7 ปีที่แล้ว +1

    I don't know what I love more; the content, your detailed explanations, how brilliant you are, the audio, and YOUR VOICE! Urgh I love the way it sounds! keep it up. *Subscribed!*

  • @Great.Milenko
    @Great.Milenko 8 ปีที่แล้ว +1

    rather than a cloth analogy I much prefer a chain for comparison, rigid body components connected by constrained joints much like, say, a string of sausages. at each joint in the skeleton a constraint is used to connect rigid bodies representing the shapes of various parts, allowing characters with unusually shaped bodies...

  • @gaminmind
    @gaminmind 8 ปีที่แล้ว +15

    I loved your explanation and finally I've found an use to calculus! hahah

    • @9308323
      @9308323 7 ปีที่แล้ว +1

      Calculus has a lot of uses. Most (if not all) technology that was innovated in the last 100 years would not be possible without the basics of calculus.

    • @TheLeontheking
      @TheLeontheking 6 ปีที่แล้ว

      imagine school teaching it that way..

  • @ReverendTed
    @ReverendTed 8 ปีที่แล้ว +4

    This topic begs for a followup on inverse kinematics. It also seemed like there was only a passing mention of the constraints used to simulate authentic joint behavior.

  • @PaladinfffLeeroy
    @PaladinfffLeeroy 8 ปีที่แล้ว +6

    I freaking love the ragdoll physics in Dark Souls xD Man, have I rolled around in piles of corpses until somehow the colliders glitched into eachother and shot the corpse into the sky. And this all sounds very grim if it were outside of a videogame context...

  • @IndieLambda
    @IndieLambda 8 ปีที่แล้ว +3

    my fav ragdolls are gmod's and gta's, they have believable weight and put constraint on objects interacting with it instead of others radgolls not having any realistic weight and being blow away by small object both slow and light... and when they hit said objects, instead of sending it flying like it'll realisticly do, it just bounces on it without transmiting any forces, and it kills it for me, and gta and gmod do it pretty nicely.

    • @Totone56
      @Totone56 8 ปีที่แล้ว

      Yeah, all Valve and Source based games have awesome ragdolls

    • @IndieLambda
      @IndieLambda 8 ปีที่แล้ว

      ***** I'd like to see how they will do in source 2.

  • @gigabytemon
    @gigabytemon 8 ปีที่แล้ว +1

    pushing and shoving ragdolls? you've got yourself a new subscriber.

  • @WillBlanton
    @WillBlanton 9 ปีที่แล้ว +1

    I've been on a serious Dark Souls kick, and found this channel while browsing illusorywall's tumblr - now I'm looking into NES dev with cc65! An evening well spent! Keep up the great content :D

  • @michrain5872
    @michrain5872 8 ปีที่แล้ว +1

    I like to make corpses do funny things in Skyrim. Rag doll physics can only expand the possibilities of corpse desecration to new, unimaginable levels if given control over those spaghetti limbs muahaha

  • @BlackGhost13Kh
    @BlackGhost13Kh 5 ปีที่แล้ว

    Clicked for the Frampt picture... stayed for the maths. Good video.

  • @dawidwsmole
    @dawidwsmole 4 ปีที่แล้ว +1

    I love inteligent ragdoll in GTA4 and RDR2

  • @mrmacken
    @mrmacken 8 ปีที่แล้ว +12

    I think a more interesting question is why they can't program ragdolls to have weight to them. Once they hit the ground they effectively have no weight which lets you kick them around, why can't they make them realistically heavy, where instead of your character kicking them around, they have to step over them?

    • @MultiDeivas
      @MultiDeivas 8 ปีที่แล้ว +5

      Matt Macken They do have weight coded into them. If they didn't they didn't, they would instantly teleport out of the place by just pushing it. Stuff travel only a certain amount of distance because there IS weight.

    • @mrmacken
      @mrmacken 8 ปีที่แล้ว +8

      Sure, but 'realistic' weight. They still behave like balloons. Grounded by gravity sure, but with no real substance.

    • @MultiDeivas
      @MultiDeivas 8 ปีที่แล้ว +13

      Matt Macken I hope you can understand that it would make gameplay much harder. Imagine all these bodies slowing you down or if you walked on a bridge them pushing you down. Developers make it easier for you.

    • @neehgurg2111
      @neehgurg2111 8 ปีที่แล้ว +1

      Matt Macken Every game does not let you push ragdolls, maybe shooting them but not walking on them. Only Bethesda allows that.

    • @IWantPeaceAndLove1
      @IWantPeaceAndLove1 8 ปีที่แล้ว +1

      play red dead redemption or max payne 3. The most realistic ragdolls to date.

  • @CDBelfer4
    @CDBelfer4 8 ปีที่แล้ว

    Actually I think the analogy of cloth would be for soft body dynamics, the only implementations I've seen for rag dolls are using rigid bodies and adding constraints to keep them together and or using instead I.K constraints.

    • @natfailsyoutube8163
      @natfailsyoutube8163 8 ปีที่แล้ว +1

      Yeah, this video seemed strangely focused on particular (less common) implementations, to me. The original Hitman game was one of the first to use ragdolls, and did publish a paper on their technique where Verlet integration and soft constraints were used. I suspect rigid body dynamics have been the most common implementations for a long time and have typically used semi-implicit Euler as the integrator (not Verlet) and unlike Featherstone's algorithm (which was added to Bullet less than 3 years ago) have allowed a small amount of joint separation to occur.

  • @jbway86
    @jbway86 8 ปีที่แล้ว

    The first game I remember that used or introduced ragdoll physics was Minority Report on Xbox...

  • @briansmith1288
    @briansmith1288 9 ปีที่แล้ว +8

    And when I get a large amount of bodies, I can sing the Katamari theme as I roll up the bodies. Sometimes, I make my own fun.

    • @dreamyelf7488
      @dreamyelf7488 9 ปีที่แล้ว +1

      Brian Smith i knew this was about dark souls!

    • @briansmith1288
      @briansmith1288 9 ปีที่แล้ว

      Dreamy Elf It is. But it is decent example of ragdoll physics. I, of course, would have rolled up hollows into a big ball of undead limbs. To make a horror star.

    • @dreamyelf7488
      @dreamyelf7488 9 ปีที่แล้ว

      you're evil. you made me watch a dark souls video. granted (sorry happie cat) i didn't watch the whole thing cause you know... but i did smile and roll my eyes because you just rick roll'd me like a ragdoll.

    • @briansmith1288
      @briansmith1288 9 ปีที่แล้ว +1

      Dreamy Elf I am very evil. But maybe you would dig the game if you tried. Or smash the tv. Possibly both. So maybe you shouldn't play it.
      Still, I think it is a great backdrop for a lesson. It is a neat trick. Talking about the ridiculous look of the dead enemies flopping about, and then showing how it works as a matter of programming is a neat lesson.
      Hell, I can see straight up lessons on just physics and math in these kinds of videos. Which I hadn't considered before.

    • @dreamyelf7488
      @dreamyelf7488 9 ปีที่แล้ว

      i am well aware that i haven't given those games a fair shot. personally, i blame you and the boss fight with the tall fat thing and the little skinny one with the lightning sword.

  • @Glace1221
    @Glace1221 6 ปีที่แล้ว

    I remember when ragdolls were something new and amazing and endless fun in video games. I used to play games just FOR ragdoll physics. Now I barely ever notice them except in old games where I find it surprising.

  • @DigGil3
    @DigGil3 8 ปีที่แล้ว

    I actually preferred they used canned animations for death instead of ragdolling. The same character could have several animations which are chosen contextually and maybe also vary to react to the environment.

  • @qmarrq
    @qmarrq 7 ปีที่แล้ว

    I just gave a talk on Euler at ECGC last week. Wish I discovered the video sooner, there's a few things I would have done different.

  • @enzowars
    @enzowars 6 ปีที่แล้ว

    Hey y'all I've got a question and I was wondering if anyone could help me out. I was wondering why rag doll physics generally seem to make the bodies feel massless. Is this an artistic choice or is it too computationally taxing? It's always weird to walk into bodies that feel like tumbleweeds haha.

  • @MarcusNorton1024
    @MarcusNorton1024 8 ปีที่แล้ว

    Thanks for creating this video! It is very interesting / enlightening!

  • @mikemg4554
    @mikemg4554 7 ปีที่แล้ว

    Wow, this channel helps me to discover so many things! Good job. :)

  • @z.m.4331
    @z.m.4331 7 ปีที่แล้ว

    In the GitHub example (the cloth simulator) you mentioned the pixels "tried" to return to their initial position.
    So how do the ragdoll's main "points" know when/at what distance to stop moving if that's not pre-programmed?

  • @80468046
    @80468046 8 ปีที่แล้ว +2

    I love your videos. Short and sweet.

  • @connect2reality
    @connect2reality 8 ปีที่แล้ว +1

    Is there anyway to add differing weight to the hitboxes in ragdoll physics?

    • @gabrielandy9272
      @gabrielandy9272 8 ปีที่แล้ว

      yes, u can also make the feet light or the chest heavy if u want.

  • @andersonklein3587
    @andersonklein3587 6 ปีที่แล้ว

    Wait, so what you mean is that only the joints have collision and physics?
    That's pretty interesting... Never thought of it before.

  • @pumpa0019
    @pumpa0019 4 ปีที่แล้ว

    In GTA5 game Director Mode has an unique Ragdoll Physics Glitch that activates when the player jumps or in an midair collision with an NPC.
    TH-camr "Becca's Saint" has an tutorial video that explains it better also he's the one I had learned about this from. The video's called How to do Wrestling in GTA. It teaches you how to position your character to perform different types of Wrestling techniques and moves while using no mods at all

  • @Rsllxs
    @Rsllxs 9 ปีที่แล้ว +1

    awesome insight, looking forward to more

  • @manocustaff4809
    @manocustaff4809 6 ปีที่แล้ว

    "it's not that bad tho,I promise"-When your teacher tells you to give up the course because you didn't understand,yes IT IS THAT BAD.

  • @FOTOJADAMOstudio
    @FOTOJADAMOstudio 8 ปีที่แล้ว

    *Mind Blown*. Wow, thank you for that useful info, it's locked into my brain. (And I enjoy walking into dead, floating ragdoll bodies in Quantum Break. Once I encountered a dead ragdoll glitch when just the foot was infinitely rotating at the ankle - looked hilarious)

  • @voices0000
    @voices0000 9 ปีที่แล้ว +1

    that was rather eye-opening. thanks a lot.

  • @Ainigma
    @Ainigma 8 ปีที่แล้ว

    Hey, great explanation! I really enjoy your style.

  • @xarisfil58
    @xarisfil58 2 ปีที่แล้ว

    This is the best channel. And I'm too sad I just discovered it

  • @XinoMbr
    @XinoMbr 8 ปีที่แล้ว

    Nice Video keep going! Any hints where to start an auto-self-learning 3d course for mmo rpg ?

  • @JacobMerrill
    @JacobMerrill 8 ปีที่แล้ว

    I use rigid bodies, and rigid body constraints, and then have A skeleton use copy rotation on each bone....

  • @elgabe8444
    @elgabe8444 8 ปีที่แล้ว +1

    just found this channel and it is Great!

  • @justinspearlord
    @justinspearlord 7 ปีที่แล้ว

    Can you please make a video on how multiplayer works.

  • @TheIngloriouspyro
    @TheIngloriouspyro 4 ปีที่แล้ว

    After watching this, some of my calculus class just clicked in my brain.

  • @GoodDarthVador
    @GoodDarthVador 8 ปีที่แล้ว

    Great channel! Love your vids. You're helping me understand something I've wanted a long time ago. Can you make a series on mobile gaming? Does it work the same? What are the differences?

  • @CARLOSINTERSIOASOCIA
    @CARLOSINTERSIOASOCIA 8 ปีที่แล้ว

    I would love to see more about Neural networks, and Hardware background :)

  • @timmellis5038
    @timmellis5038 8 ปีที่แล้ว

    I know Newton create calculus to observe the planets' movements. I've always kind of wondered about that but I never learned calculus. I know it is grafts and circles with moving dots which I always assumed where the planets. Anyways what you said made me realize that he must have been watching the dots and using arrows. The arrows would have had him realize that the planets were rotating around the sun which was a big discovery- understanding the movements out there in the sky.
    Do you write code using Euler and calculus(?) what about other math like Godel's and stuff... does code and math go together like that? English lit? I don't know, I remember liking a couple Maugham books. You know what's a good book (and I'm an older guy) is: "The Fault in Our Stars."
    I know, I know, it is a young person book. I think it is a really good book for everybody.

    • @autolykos9822
      @autolykos9822 8 ปีที่แล้ว

      _"Do you write code using Euler and calculus(?) what about other math like Godel's and stuff... does code and math go together like that?"_
      Yes and no. Code is basically about making computers follow algorithms (lists of instructions that give you the result you need), and algorithms are a (small) part of math. Euler's method would be an example for such an algorithm.
      You'd rarely use calculus directly though - computers only work on finite numbers with limited precision, and calculus uses infinitesimally small quantities. You do, however, often use calculus to figure out what formulas to use in your algorithm, and you do occasionally approximate it by just using very small numbers (which comes with its own set of difficulties; the field of mathematics that deals with those is called _numerics_).
      Most of what Gödel is famous for are proofs - which are something you rarely ever care about when programming. If you're reasonably sure it works and it passes all the tests you throw at it, that's usually good enough for jazz. A mathematician would not be happy with it, though.

  • @LordTenebrus
    @LordTenebrus 5 ปีที่แล้ว

    First! Your voice is VEEEEERY pleasant. Second - THANK YOU for enlightening us. I knew some of that stuff, but now i know more :)
    And knowing is half the battle :)
    Instasubbed!

  • @ameet21
    @ameet21 6 ปีที่แล้ว

    is that game made in Unreal Engine 3
    i missed unreal engine 3 so much. Now in Unreal engine 4 most advance thing added no more those stupid physics bodies
    I mostly destroy body in my game script.

  • @ThePhantomRenegade
    @ThePhantomRenegade 9 ปีที่แล้ว +5

    Cool channel! ^^ Also got here via IllusoryWall's tumblr!
    Small question regarding the ragdoll physics vs. the dying animation: some enemies in Dark Souls are ragdoll, some aren't. Do you think it's because of processing power restraints? Or that the ragdoll physics of some specific enemies would not work properly? (or look way too goofy xD ) Or maybe some other idea's on that?

    • @WillBlanton
      @WillBlanton 9 ปีที่แล้ว

      The Phantom I'd be curious to know if there are any "lore" aspects, but I think most things that are bigger than a humanoid do the splashy thing :)

    • @ThePhantomRenegade
      @ThePhantomRenegade 9 ปีที่แล้ว

      Could be lore perhaps! Although I have no real idea what it would signify xD The bat wing demons do it as well though, and they aren't particularly large.

    • @briansmith1288
      @briansmith1288 9 ปีที่แล้ว +2

      The Phantom Yeah, it seems to be part lore and part technical issues. Like I think the black knights die as they do because they are just the animated armor of the immolated knights. And many creatures in Anor Londo are illusions.
      But stuff like the boars, the hydra and the like might just be too large or unusual to do so. I can't think of a good lore reason for these to just fade out. Like the drakes in the Valley of Drakes or the infested barbarians in Blighttown. So those are likely due to a technical issue. Maybe they killed the framerate even harder. Or something.

  • @elenekotu
    @elenekotu 7 ปีที่แล้ว

    quite interesting video, these things remind me that there is no magic or easy procedures to make awesome stuff

  • @user-rb9uc8rz6y
    @user-rb9uc8rz6y 8 ปีที่แล้ว +5

    i wished that i saw your video when i was in high school. then i would have known that math is art and math is art

  • @SuperZorark
    @SuperZorark 8 ปีที่แล้ว

    I subscribed because I loved this so much thanks you keep up that excellent work

  • @M3h3ndr3
    @M3h3ndr3 8 ปีที่แล้ว

    I dont understand why developers dont add weight to the ragdolls and charakters so it doesent look like pushing around an airpuppet o0 id also like to know why in no game never there is something like an armor or hair collision...im pretty sure you know the issue when you make a charakter with long hair and your get an awesome piece of armor with like big shoulderpieces etc. and your hair is going just through the texture. Or like in this video the spear of your charakter goes straight into the wall while you walk, is it so difficult to make pixels or textures kind of.."solid"?

    • @simplylinn
      @simplylinn 8 ปีที่แล้ว

      Mainly because hair collision is quite expensive, and the resources you'd put on realistic hair animation would be put into much better place somewhere else.
      As for the spear going trough the wall. That's a different problem. If you just extend the collision box of the player to include the spear, you end up in a situation where the player can't rotate it's view in instances when the spear would collide with something. Most games uses a cylinder as a world-collision box, a cylinder can rotate freely at all times without colliding, allowing tighter controls. Extending the cylinder to include the spear would make all walls feel like they have a "magic forcefield" around them.
      A more elegant solution to this is called Inverse Kinematics (IK), IK is basically trying to figure out how a skeleton should be configured based on an existing animation and additional constraints. (Such as, the player idle-animation and "spear should not go trough wall"). This might not sound that resource intense, but I've simplified the issue a lot here. IK in itself is rather resource intense. Not overly so, but quite a bit. Given that the "weapon clipping trough wall" is rather uncommon, and more of an edge case, not many prioritize fixing that. Especially since IK has a tendency to introduce weird positions for a character that doesn't look natural at all.
      TL;DR. Developers rather focus on getting good gameplay than fixing these small visual glitches. The solutions fall under one or more of these categories.
      1) too resource intense
      2) introduce more complexity that can fall apart in weird ways.
      3) break gameplay

    • @Totone56
      @Totone56 8 ปีที่แล้ว

      They do add weight and friction ! The issue is Dark Souls has maybe the worst radgoll physics i've personally ever seen haha ! Look at Half_Life 2 ragdolls for instance, 12 years old, but still awesome and very realistic !

  • @tarekwisdom664
    @tarekwisdom664 8 ปีที่แล้ว +1

    very interesting channel just discovered !
    wow ... thanks for sharing ... I'm enjoying the videos ^_^

  • @vijayteja2626
    @vijayteja2626 6 ปีที่แล้ว

    Which software are you using?

  • @mukundraj9573
    @mukundraj9573 6 ปีที่แล้ว

    thank you for the video,it's pretty good

  • @UnprotectedDesignFlaw
    @UnprotectedDesignFlaw 7 ปีที่แล้ว

    love your voice, and the explanations :3

  • @NorthstarRocker
    @NorthstarRocker 9 ปีที่แล้ว +6

    Another great vid, but where's the cat face?

    • @TheHappieCat
      @TheHappieCat  9 ปีที่แล้ว +36

      Bravo315 The fly is our animal friend for this episode since he is easier to do calculus on :)

    • @davislast7891
      @davislast7891 8 ปีที่แล้ว +2

      good point

    • @kailomonkey
      @kailomonkey 8 ปีที่แล้ว +2

      next time I see a fly, I hope I remember to do calculus on it

  • @Ykulvaarlck
    @Ykulvaarlck 8 ปีที่แล้ว

    sadly i feel like in the part where you talked about euler's method (euler integration) and verlet integration you were too handwavy to the point where you conveyed misleading information.

  • @thedude4795
    @thedude4795 7 ปีที่แล้ว

    you juuuuust earned a sub

  • @RahulKhandelwal5241
    @RahulKhandelwal5241 6 ปีที่แล้ว

    very nice. It is great learning :)

  • @ronerortega3804
    @ronerortega3804 6 ปีที่แล้ว

    TheHappieCat I LOVE YOUR CONTENT GOD IS JUST FKING GOOD!

  • @quintevail7500
    @quintevail7500 9 ปีที่แล้ว

    Why are the rag dolls so light and floppy after they die? I feel it undermines the game a little. Do you think it's because of limited processing power, difficulties in problems with the algorithm or do you think that was a design choice? Thanks.

    • @TheHappieCat
      @TheHappieCat  9 ปีที่แล้ว +13

      Quinte Vail That's just what happens when that physics is applied. FROM did not modify their base engine much at all, so all the most basic physics was kept. Also, remember the narrow bridges in Sen's? How annoying would it be if the bodies on the bridges were heavy enough that they could slow or pull you down? The light bodies make it so you can run through corpses without them being obstacles.

    • @quintevail7500
      @quintevail7500 9 ปีที่แล้ว

      Thanks

    • @positivitywins8957
      @positivitywins8957 9 ปีที่แล้ว +3

      TheHappieCat Perhaps in future games, if ragdolls were heavier and less floppy, it can introduce new kinds of strategy and combat gameplay of some game. For instance, finding a particular way to slay your enemy so the corpses wouldn't be in your way, or like maybe too many ragdolls/corpses trigger a bridge collapse, creating a new battle ground, or even carrying the corpse/ragdoll of your ally to camp to revive or something. Combine that with Mount and Blade combat gameplay and I totally would buy that game :D:D

    • @dinoseen3226
      @dinoseen3226 9 ปีที่แล้ว

      TheHappieCat I suppose a good way to have both would be some kind of AI controlling the player animations like in GTA, so that you just hold the direction and the character steps over things somewhat naturally. Obviously that's non-trivial, though, and it makes sense that they wouldn't use it.

    • @JonesCrimson
      @JonesCrimson 9 ปีที่แล้ว

      +TheHappieCat It would be pretty cool if you had to pick up an move the bodies out of the way to get through doors, though.
      Immersion to the maximum.

  • @batnikelam-mavzer443
    @batnikelam-mavzer443 3 ปีที่แล้ว

    thanks

  • @slyfox1538
    @slyfox1538 7 ปีที่แล้ว

    PLEASE COVER ABOUT AUGMENTED REALITY

  • @memocupsofficial5209
    @memocupsofficial5209 8 ปีที่แล้ว

    Very good vid

  • @OddStare
    @OddStare 7 ปีที่แล้ว +1

    may the flame guide thee :3

  • @OthmanAlikhan
    @OthmanAlikhan 8 ปีที่แล้ว

    Thanks for the video =)

  • @MegaKosan
    @MegaKosan 9 ปีที่แล้ว

    But ragdolls in source still have a skeleton and stuff.

    • @MoopMoopRS
      @MoopMoopRS 8 ปีที่แล้ว

      It is used in css (counter strike source) they still had a skeleton

    • @MegaKosan
      @MegaKosan 8 ปีที่แล้ว +1

      Ilija Pavkovic Well, they have in every source game.
      CSGO does the same thing.

  • @sims.3852
    @sims.3852 8 ปีที่แล้ว

    The math part of programing is really pissing me off at school.

  • @Toudreyte6501
    @Toudreyte6501 8 ปีที่แล้ว

    Gorgeous voice

  • @naihan1978
    @naihan1978 8 ปีที่แล้ว

    Thanks!!!!!!!!!!!!

  • @BlueFan99
    @BlueFan99 8 ปีที่แล้ว

    hi

  • @kesis7586
    @kesis7586 8 ปีที่แล้ว

    2:37 hahahahahhahaha i fuckin love you!!!!

  • @gunjanyadav1408
    @gunjanyadav1408 5 หลายเดือนก่อน

    Nice

  • @chrisb1047
    @chrisb1047 3 ปีที่แล้ว

    I’d love a more mechanistic and Mathematical deep dive into the dynamics. Shame she had to dumb it down so far for the audience :/

  • @SahharBM
    @SahharBM 7 ปีที่แล้ว

    wohoo, someone who speaks English!

  • @pluto1655
    @pluto1655 8 ปีที่แล้ว

    i see dark souls i like video

  • @josephlink7733
    @josephlink7733 8 ปีที่แล้ว

    I love you

  • @ChisponGroxo
    @ChisponGroxo 7 ปีที่แล้ว +1

    You just explained one type of ragdoll when there are many more available. And all those people commenting like little doggies make me a bit sick, they don't even realize this video is a bit misleading and incomplete.

  • @alexdavinci9533
    @alexdavinci9533 8 ปีที่แล้ว

    its difficult not to sub this channel :-)

  • @murphyryan1
    @murphyryan1 7 ปีที่แล้ว

    Dream girl

  • @justapolitecommenter351
    @justapolitecommenter351 9 ปีที่แล้ว

    Don't want to come off as sexist, but it is so cool that a girl is so deep into gaming. I wish I knew you in real life, you'd make a perfect wife :P Thanks for the awesome video!

  • @chiralopas
    @chiralopas 8 ปีที่แล้ว

    just each and every time i want to skip you videos but somehow, i am unable to do so and end up watching full video. your references are boring but they explained the concept behind.

  • @hahahahahohohoho5085
    @hahahahahohohoho5085 8 ปีที่แล้ว

    im afraid of skeleton

    • @Aeonized
      @Aeonized 8 ปีที่แล้ว

      there's skeleton inside you

  • @wullapwullap6270
    @wullapwullap6270 8 ปีที่แล้ว +1

    1. in darksouls they use smth different its not "true" ragdoll its prerendert, a true Ragdoll could be seen in Gta 4 the Euphora engine THAT was ragdoll and not that buggy mess you show!
    2. only couse you prefer the games it doesnt mean everything is perfect in them.
    3. god dammit, please look at the comments and likes we all see that the most viewers are males... no one even think of it that some parts are totally bullshit!

    • @TheKyshu
      @TheKyshu 7 ปีที่แล้ว +1

      What do you mean by "prerendered"? Dark Souls just like Bethesda games and Source engine games is using Havok, and the rigidbodies and constraints _are_ calculated at runtime. The Euphoria engine you're talking about is simply a layer on top of normal animations that tries to balance the characters back into an upright position. It's certainly not a 100% accurate representation of how muscles work, or how the body moves.
      I'd also like to point out you're talking about different things here: One is the animation system (as in when a character is moving around by itself, these animations are usually prerendered (perhaps that is what you meant)) and one is the ragdoll system (if the character is dead/doesn't react and no movements are being played). The ragdoll system used in GTA is basically the same (though the weight given to each bodypart is likely done differntly) as in Dark Souls /Bethesda games, but that is not what's driving the stumbling and getting hit parts, that is a layer on TOP of the animation.
      Also, no one's said DS is better because of its ragdolls, why so aggressive? :) In fact they toned down the ragdolls for Dark souls 2, but people complained, so they put it back in for the third game!

  • @forrestw5727
    @forrestw5727 9 ปีที่แล้ว +1

    Dislike

    • @waves5651
      @waves5651 8 ปีที่แล้ว +2

      +Spooker Because?

    • @RapiDEraZeR
      @RapiDEraZeR 8 ปีที่แล้ว +3

      burritos

  • @ChisponGroxo
    @ChisponGroxo 7 ปีที่แล้ว +3

    You just explained one type of ragdoll when there are many more available. And all those people commenting like little doggies make me a bit sick, they don't even realize this video is a bit misleading and incomplete.