History Main / RagDollPhysics

15th Apr '16 4:28:51 PM rjd1922
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*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include Fanfic/HalfLifeFullLifeConsequences and Machinima/TheGModIdiotBox.

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*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include Fanfic/HalfLifeFullLifeConsequences ''Fanfic/HalfLifeFullLifeConsequences'' and Machinima/TheGModIdiotBox.Machinima/TheGmodIdiotBox.
5th Feb '16 2:36:59 PM NativeJovian
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** ''VideoGame/FinalFantasyCrystalChroniclesCrystalBearers'' used a similar mechanic for its battle system.

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** ''VideoGame/FinalFantasyCrystalChroniclesCrystalBearers'' ''VideoGame/FinalFantasyCrystalChroniclesTheCrystalBearers'' used a similar mechanic for its battle system.
28th Nov '15 2:11:04 PM nombretomado
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* ''SecondSight'' uses this in conjunciton with PsychicPowers. The result is hours of fun. Although sometimes it does result in {{mook}} corpses becoming stuck in walls.

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* ''SecondSight'' ''VideoGame/SecondSight'' uses this in conjunciton with PsychicPowers. The result is hours of fun. Although sometimes it does result in {{mook}} corpses becoming stuck in walls.
19th Sep '15 5:17:41 AM Roxor
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* ''VideoGame/VisceraCleanupDetail'' uses it as part of the main game mechanics. Limbs flopping around tend to get in the way when trying to fill a bin with body parts (though it does keep things interesting). Bigger alien bodies can be hard to put into the incinerator for the same reason. Thankfully the developers include the welder on such levels, providing an alternate means of dealing with those particular messes.
6th Sep '15 5:26:06 AM JamaicanCastle
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* The ''VideoGame/TotalWar'' series uses normal animations for most deaths, but soldiers hit (or nearly hit) by artillery are flung away by ragdoll -- as are ones hit by a cavalry charge, leading to slightly absurd situations where a unit is charged in the flank and dissolves in a bow wave of flying corpses.
29th Aug '15 11:09:06 PM jormis29
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** In fact, the first "Hitman" game is the first successful game ever to use RagdollPhysics (the first one to actually use it was ''VideoGame/JurassicParkTrespasser'' mentioned previously). As part of the learning process, the earlier games were known to have somewhat extreme physics however (such as an Elephant Gun being able to cause a mook to soar up in the air and over a 10ft wall, if done at the right angle).

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** In fact, [[VideoGame/HitmanCodename47 the first "Hitman" game game]] is the first successful game ever to use RagdollPhysics (the first one to actually use it was ''VideoGame/JurassicParkTrespasser'' mentioned previously). As part of the learning process, the earlier games were known to have somewhat extreme physics however (such as an Elephant Gun being able to cause a mook to soar up in the air and over a 10ft wall, if done at the right angle).
27th Aug '15 12:50:56 PM passivesmoking
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** And then there's what happens in HaloReach if you [[https://www.youtube.com/watch?v=HzHx9THtgYA ragdoll while entering a gravity lift]]!
27th Aug '15 12:45:26 PM passivesmoking
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* VideoGame/{{Halo2}} was the first entry in the Franchise/{{Halo}} franchise to implement somewhat realistic physics with the then-new Havok engine, and for the most part it added to the immersiveness of the game. However, its ragdolls were extremely unrealistic to the point of comedy. The Master Chief tended to kick himself in the butt every time he died, and Elites would tend to flail comically. Also there are some [[https://www.youtube.com/watch?v=slqK5uBYUek interesting glitches]] you can set off with a Scorpion and a regenerating Covenant barricade...
5th Aug '15 8:22:28 PM Prfnoff
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* There's an early example to using ragdoll physics in the game called ''{{Carmageddon}} 2'' from 1998. There's a quite good physics engine implemented in the game, which allows the player to run over pedestrians more realistically than in the first piece of the series. If you hit them only with low speed they're just tumble down and may get a limb severed (while you gain a "[[VideoGameCrueltyPotential Can-n-Mouse Bonus]]"). Hit them at very high speeds they can burst to pieces, and their limbs spread in every directions, even without the "Explosive Civilians" or "Dismemberfest" powerups running.

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* There's an early example to using ragdoll physics in the game called ''{{Carmageddon}} ''VideoGame/{{Carmageddon}} 2'' from 1998. There's a quite good physics engine implemented in the game, which allows the player to run over pedestrians more realistically than in the first piece of the series. If you hit them only with low speed they're just tumble down and may get a limb severed (while you gain a "[[VideoGameCrueltyPotential Can-n-Mouse Bonus]]"). Hit them at very high speeds they can burst to pieces, and their limbs spread in every directions, even without the "Explosive Civilians" or "Dismemberfest" powerups running.
8th Jul '15 7:47:31 PM TheNoun
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* ''VideoGame/ValkyriaChronicles'' has soldiers ragdoll when they are hit by an explosion, run over by a tank, or lose all their HP. For some reason, though, they often reset themselves to a more natural position shortly afterwards despite being unconscious and on the brink of death.

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* ''VideoGame/ValkyriaChronicles'' has soldiers ragdoll when they are hit by an explosion, run over by a tank, or lose all their HP. For some reason, though, If they often survive, they'll just get back up again, but if not, their body tends to reset themselves to into a more natural position shortly afterwards despite being unconscious and on looking pose once the brink of death.camera's off them.
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