Ragdoll doodling

August 7th, 2009 by

My first ragdoll physics engine has gone pretty well. In half a day I was able to do the following  simulation from scratch.

Disregard the crappy framerate, the screen capture utility is eating up a lot of computer resources.

Different parts of the body can have different mass and joints can have limited movement freedom. The only thing missing is angular friction, which I still don’t know how to implement in this particular case.

The code is in Python (with input and display being handled by Pygame) but it should be fairly easy to port it to any other language. Everything is class based, so adding different bodies and using the code in any game in need of ragdoll physics is almost a matter of copy-paste.

Double the Dude, Triple the Awesome

August 1st, 2009 by

This is the homepage of Double Dude Studio, consisting of me and Netsu.
Here we will post development logs of our various projects. Currently a small multiplayer-on-one-keyboard-only ballistic game Trajectory is nearing completion.

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