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Obviously in 2D there is often little that resembles real physics. Once video games made the jump to 3D, however, great opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with anything else, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

As the power of computers and consoles improved, developers were able to make objects in the world more reactive to the free choices of the player. A ball would roll down a hill not because it was pre-programmed to do so, but because it obeyed the rules of an in-game "physics engine."

to:

Obviously in 2D there is often little that resembles real physics. Once physics, and even once video games made the jump to 3D, however, great opportunities opened up. At the start, 3D environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with anything else, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

As the power of computers and consoles improved, however, great opportunities opened up, and developers were able to make objects in the world more reactive to the free choices of the player. A ball would roll down a hill not because it was pre-programmed to do so, but because it obeyed the rules of an in-game "physics engine."
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* The UsefulNotes/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you to roll along the platform on the object!

to:

* The UsefulNotes/Nintendo64 Platform/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you to roll along the platform on the object!
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* ''VideoGame/MaxPayne 2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the physics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting. The game was one of the earlier titles to have a somewhat more realistic style of ragdolling, in that limbs on deceased characters didn't flop around and bend at impossible angles.

to:

* ''VideoGame/MaxPayne 2'' ''VideoGame/MaxPayne2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the physics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting. The game was one of the earlier titles to have a somewhat more realistic style of ragdolling, in that limbs on deceased characters didn't flop around and bend at impossible angles.
Is there an issue? Send a MessageReason:
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This was obviously a step towards realism, but it had a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around wildly in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.

to:

This was obviously a step towards realism, but it had a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend tended to flail and flop around wildly wildly, in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.
Is there an issue? Send a MessageReason:
None


Obviously in 2D there is often little that resembles real physics. Once video games made the jump to 3D, however, great opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

Obviously in 2D there is often little that resembles real physics. Once video games made the jump to 3D, however, great opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, anything else, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


Obviously in 2D there is often little that resembles real physics. Once video games made the jump to 3D, however, greatly opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

Obviously in 2D there is often little that resembles real physics. Once video games made the jump to 3D, however, greatly great opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, nothing would happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


Obviously in 2D there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

Obviously in 2D there is often little that resembles real physics. However, even once Once video games made the jump to 3D, however, greatly opportunities opened up. At the start, environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they nothing would remain frozen and immobile.happen. Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character died the body went limp, like a marionette with the strings cut. The body remained interactive, able to be sent flying by an explosion, or with the player able to shove or move it.

to:

Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character died died, the body went limp, like a marionette with the strings cut. The body remained interactive, able to be sent flying by an explosion, or with the player able to shove or move it.
Is there an issue? Send a MessageReason:
None


This was obviously a step towards realism, but it has a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around wildly in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.

to:

This was obviously a step towards realism, but it has had a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around wildly in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.
Is there an issue? Send a MessageReason:
None


This was obviously a step towards realism, but it has a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.

to:

This was obviously a step towards realism, but it has a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around wildly in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.
Is there an issue? Send a MessageReason:
None


Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player able to shove or move it.

to:

Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies died the body goes went limp, like a marionette with the strings cut. The body remains remained interactive, able to be sent flying by an explosion, or with the player able to shove or move it.
Is there an issue? Send a MessageReason:
None


Obviously in 2D there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

Obviously in 2D there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies Enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


In 2D, obviously there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

In 2D, obviously Obviously in 2D there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


This was obviously a step towards realism, but it has a major shortcoming: due to lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.

to:

This was obviously a step towards realism, but it has a major shortcoming: due to a lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name - with often unintentionally humorous results.
Is there an issue? Send a MessageReason:
None


Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player shoving or moving it.

to:

Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player shoving able to shove or moving move it.
Is there an issue? Send a MessageReason:
None


In 2D, obviously often there is little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

In 2D, obviously often there is often little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).
Is there an issue? Send a MessageReason:
None


This was obviously a step towards realism, but it has a major shortcoming: due to lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name.

to:

This was obviously a step towards realism, but it has a major shortcoming: due to lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name.name - with often unintentionally humorous results.
Is there an issue? Send a MessageReason:
None


This was obviously a step towards realism, but it has a major drawback: due to lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name.

to:

This was obviously a step towards realism, but it has a major drawback: shortcoming: due to lack of programming for realistic joints, weight, and range-of-motion, bodies and limbs tend to flail and flop around in a way less like an actual human body and more like a ragdoll - hence the name.
Is there an issue? Send a MessageReason:
None


Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player interacting with it.

to:

Pretty cool stuff, and for basic shapes such as boxes or spheres, it was fairly easy to make convincing in-game physics. Modeling the human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of realism, "ragdoll physics" was invented: bodies in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player interacting with shoving or moving it.
Is there an issue? Send a MessageReason:
None


As the power of computers and video game consoles improved, developers were able to make objects in the world more reactive to the free choices of the player. A ball would roll down a hill not because it was pre-programmed to do so, but because it obeyed the rules of an in-game "physics engine."

to:

As the power of computers and video game consoles improved, developers were able to make objects in the world more reactive to the free choices of the player. A ball would roll down a hill not because it was pre-programmed to do so, but because it obeyed the rules of an in-game "physics engine."
Is there an issue? Send a MessageReason:
None


In 2D, obviously there is little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

to:

In 2D, obviously often there is little that resembles real physics. However, even once video games made the jump to 3D, the environments remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their bodies similarly became non-interactive parts of the environment (when they didn't just [[EverythingFades disappear entirely]]).

Added: 278

Changed: 2423

Is there an issue? Send a MessageReason:
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For a long time, most advancements in video game realism have been in visuals; adding detail and resolution to the environments simulated. Over time, however, this changed to increase the realism of objects, their physical properties, and how they move.

In practice, this meant simulated objects that are not fixed in place; they break if struck, slide if pushed, and follow parabolic trajectories if thrown. The first objects to get the treatment were projectiles, like grenades, but the practice expanded to include the [[DieChairDie majority of objects]] found in the game world. Especially enemies, be they alive or formerly alive.

Since simulating the complex interchange of balance and animation required to actually pick up an object is beyond the flexibility of most present game engines, many games that allow object manipulation employ some form of invisible force: a tractor beam or telekinesis are the most popular choices.

The name comes from the somewhat unrealistic action of dead enemies. Their bodies are not usually modeled with realistic joint stiffness, weight, or range of motion, causing their limbs to bend at impossible angles (without breaking) or flop randomly and flail wildly in response to stimuli like explosions. In short, they don't have the physics of a real human body. They have the physics - appropriately enough - of a rag doll.

to:

For a long time, most advancements in As video game realism have been in visuals; adding detail games developed over the decades, improvements were able to be made not only to the visuals and resolution how pretty things looks, but also to how people and objects moved and behaved inside the game.

In 2D, obviously there is little that resembles real physics. However, even once video games made the jump to 3D,
the environments simulated. Over time, however, this changed remained largely static; objects could not be moved, apart from certain ones used for solving puzzles (such as pushing a particular block or box along a predetermined path). If players tried to increase the realism of interact with other objects, such as by hitting, shoving, or blowing them up, they would remain frozen and immobile. Similarly, enemies often had preset and repetitive "death animations" which played when they were killed, and their physical properties, and how bodies similarly became non-interactive parts of the environment (when they move.

In practice, this meant simulated
didn't just [[EverythingFades disappear entirely]]).

As the power of computers and video game consoles improved, developers were able to make
objects that are not fixed in place; they break if struck, slide if pushed, and follow parabolic trajectories if thrown. The first objects to get the treatment were projectiles, like grenades, but the practice expanded to include the [[DieChairDie majority of objects]] found in the game world. Especially enemies, be they alive or formerly alive.

Since simulating
world more reactive to the complex interchange free choices of balance the player. A ball would roll down a hill not because it was pre-programmed to do so, but because it obeyed the rules of an in-game "physics engine."

Pretty cool stuff,
and animation required for basic shapes such as boxes or spheres, it was fairly easy to actually pick up an object is beyond make convincing in-game physics. Modeling the flexibility human body, unfortunately, is much more difficult. As a compromise, and as a way to achieve ''some'' level of most present game engines, many games that allow object manipulation employ some form of invisible force: a tractor beam or telekinesis are the most popular choices.

The name comes from the somewhat unrealistic action of dead enemies. Their
realism, "ragdoll physics" was invented: bodies are not usually modeled in-game were programmed with a few basic parts and articulations, and when a character dies the body goes limp, like a marionette with the strings cut. The body remains interactive, able to be sent flying by an explosion, or with the player interacting with it.

This was obviously a step towards realism, but it has a major drawback: due to lack of programming for
realistic joint stiffness, joints, weight, or range of motion, causing their and range-of-motion, bodies and limbs tend to bend at impossible angles (without breaking) or flop randomly and flail wildly and flop around in response to stimuli a way less like explosions. In short, they don't have the physics of a real an actual human body. They have body and more like a ragdoll - hence the physics - appropriately enough - of a rag doll.name.
Is there an issue? Send a MessageReason:
None


The name comes from the somewhat unrealistic action of dead enemies. Their bodies are not usually modeled with realistic joint stiffness, weight distribution, or range of motion, causing their limbs to bend at impossible angles (without breaking) or flop randomly and flail wildly in response to stimuli like explosions. In short, they don't have the physics of a real human body. They have the physics - appropriately enough - of a rag doll.

to:

The name comes from the somewhat unrealistic action of dead enemies. Their bodies are not usually modeled with realistic joint stiffness, weight distribution, weight, or range of motion, causing their limbs to bend at impossible angles (without breaking) or flop randomly and flail wildly in response to stimuli like explosions. In short, they don't have the physics of a real human body. They have the physics - appropriately enough - of a rag doll.
Is there an issue? Send a MessageReason:
None


The name comes from the somewhat unrealistic action of dead enemies. Their bodies are not usually modeled with realistic joint stiffness, weight distribution, or range of motion, causing their limbs to bend at impossible angles (without breaking) or flop randomly or flail wildly in response to stimuli like explosions. In short, they don't have the physics of a real human body. They have the physics - appropriately enough - of a rag doll.

to:

The name comes from the somewhat unrealistic action of dead enemies. Their bodies are not usually modeled with realistic joint stiffness, weight distribution, or range of motion, causing their limbs to bend at impossible angles (without breaking) or flop randomly or and flail wildly in response to stimuli like explosions. In short, they don't have the physics of a real human body. They have the physics - appropriately enough - of a rag doll.
Is there an issue? Send a MessageReason:
None


For a long time, most advancements in video game realism have been in visuals; adding detail and resolution to the environments simulated. A recent trend, however, is to increase the realism of objects, their physical properties, and how they move.

In practice, this means simulated objects that are not fixed in place; they break if struck, slide if pushed, and follow parabolic trajectories if thrown. The first objects to get the treatment were projectiles, like grenades, but the practice has expanded to include the [[DieChairDie majority of objects]] found in the game world. Especially enemies, be they alive or formerly alive.

to:

For a long time, most advancements in video game realism have been in visuals; adding detail and resolution to the environments simulated. A recent trend, Over time, however, is this changed to increase the realism of objects, their physical properties, and how they move.

In practice, this means meant simulated objects that are not fixed in place; they break if struck, slide if pushed, and follow parabolic trajectories if thrown. The first objects to get the treatment were projectiles, like grenades, but the practice has expanded to include the [[DieChairDie majority of objects]] found in the game world. Especially enemies, be they alive or formerly alive.



The name comes from the somewhat unrealistic action of dead enemies. They are not usually modeled with realistic joint stiffness or motion ranges, causing their limbs to bend at impossible angles (without breaking) and flop randomly in response to stimuli like explosions. Perhaps a telling view of the attitudes of many gamers, corpses get a lot of attention whenever physics engines are discussed.

to:

The name comes from the somewhat unrealistic action of dead enemies. They Their bodies are not usually modeled with realistic joint stiffness stiffness, weight distribution, or motion ranges, range of motion, causing their limbs to bend at impossible angles (without breaking) and or flop randomly or flail wildly in response to stimuli like explosions. Perhaps a telling view of In short, they don't have the attitudes of many gamers, corpses get a lot of attention whenever physics engines are discussed.
of a real human body. They have the physics - appropriately enough - of a rag doll.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Videogame/WeWhoAreAboutToDie:'' The physics-based combat takes into account both momentum and damage when it comes to the force imparted on impact. And since there's often ''quite'' a bit of force involved, a good finishing shot can send a gladiator's corpse careening across the arena grounds, often with their head/limb/half soaring in a different direction. Satisfying when it's not ''you'', certainly.
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* In ''VideoGame/TheElderScrollsVSkyrim, the physics engine can [[https://www.youtube.com/watch?v=7ZIiDS_RYVY do some]] [[https://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things]].

to:

* In ''VideoGame/TheElderScrollsVSkyrim, ''VideoGame/TheElderScrollsVSkyrim'', the physics engine can [[https://www.youtube.com/watch?v=7ZIiDS_RYVY do some]] [[https://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things]].

Added: 30

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Removed: 2189

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[[folder: Action Adventure Games ]]

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[[folder: Action Adventure Games ]]
[[folder:Action-Adventure]]



[[folder: Fighting Games ]]

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[[folder: Fighting Games ]]
[[folder:Beat 'em Ups]]
* Enemy corpses in ''VideoGame/MadWorld'' will go limp once you kill them. If the enemies are sliced into bits as part of the finisher, each body part will ragdoll individually. You can then [[VideoGameCrueltyPotential chop up the bits even further]] with a well-placed vertical chainsaw, if you want.
[[/folder]]

[[folder:Fighting]]






[[folder: First-Person Shooter ]]

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[[folder: First-Person Shooter ]]
[[folder:First-Person Shooter]]



* ''VideoGame/{{Halo 2}}'' 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...

to:

* ''VideoGame/{{Halo 2}}'' ''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...






[[folder: Beat 'em Ups ]]

* Enemy corpses in ''VideoGame/MadWorld'' will go limp once you kill them. If the enemies are sliced into bits as part of the finisher, each body part will ragdoll individually. You can then [[VideoGameCrueltyPotential chop up the bits even further]] with a well-placed vertical chainsaw, if you want.

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[[folder: Beat 'em Ups ]]

[[folder:[=MMORPGs=]]]
* Enemy corpses ''VideoGame/CityOfHeroes'' added ragdoll physics to its handling of foes in ''VideoGame/MadWorld'' will go limp once late 2005, but the implementation is not perfect, as attested to by how many times you kill them. If the see a body draped over a non-existent railing. In fact, due to not-quite perfect ragdoll physics it's possible to knock enemies are sliced into bits some kind of barrier and "trap" them as part of the finisher, each body part will computer tries to figure out how they should be falling, thus rendering them helpless. Of course, sometimes the ragdoll individually. You physics fails entirely. If you can then [[VideoGameCrueltyPotential chop up the bits even further]] defeat an enemy before they enter combat with a well-placed vertical chainsaw, if you want.
you, such as with an Assassin's Strike, they'll occasionally just stand there until they [[EverythingFades fade away]].



[[folder: [=MMORPGs=] ]]

* ''VideoGame/CityOfHeroes'' added ragdoll physics to its handling of foes in late 2005, but the implementation is not perfect, as attested to by how many times you see a body draped over a non-existent railing. In fact, due to not-quite perfect ragdoll physics it's possible to knock enemies into some kind of barrier and "trap" them as the computer tries to figure out how they should be falling, thus rendering them helpless. Of course, sometimes the ragdoll physics fails entirely. If you can defeat an enemy before they enter combat with you, such as with an Assassin's Strike, they'll occasionally just stand there until they [[EverythingFades fade away]].

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[[folder: [=MMORPGs=] ]]

[[folder:Platform]]
* ''VideoGame/CityOfHeroes'' added ragdoll physics to its handling of foes in late 2005, but ''VideoGame/{{N}}'' is a free 2D game that enjoys ragdolling the implementation is not perfect, as attested player whenever they die.
* The UsefulNotes/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game
to by how many times utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you see a body draped over a non-existent railing. In fact, due to not-quite perfect ragdoll physics it's possible to knock enemies roll along the platform on the object!
* The entries
into some kind the reboot Quintology of barrier and "trap" ''VideoGame/{{Oddworld}}'' use ragdolls for all of the corpses if you killed them as the computer tries to figure out how they should be falling, thus rendering without making them helpless. Of course, sometimes the ragdoll physics fails entirely. If you can defeat an enemy before they enter combat with you, such as with an Assassin's Strike, they'll occasionally just stand explode into LudicrousGibs. They remain there until they [[EverythingFades fade away]].
for a really long time too, which is especially creepy when they're the corpses of the slaves you failed to save.



[[folder: Platform Games ]]

* ''VideoGame/{{N}}'' is a free 2D game that enjoys ragdolling the player whenever they die.
* The UsefulNotes/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you to roll along the platform on the object!
* The entries into the reboot Quintology of ''VideoGame/{{Oddworld}}'' use ragdolls for all of the corpses if you killed them without making them explode into LudicrousGibs. They remain there for a really long time too, which is especially creepy when they're the corpses of the slaves you failed to save.

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[[folder: Platform Games ]]

[[folder:Puzzle]]
* ''VideoGame/{{N}}'' ''VideoGame/StairDismount'' (originally named ''Porrasturvat'') is a free 2D game that enjoys ragdolling the player whenever they die.
* The UsefulNotes/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed
notable for some unusual consequences being one of the engine: Picking up first games to use ragdoll physics as a sufficiently round (or rolling) object, gameplay feature. The game is mostly about kicking a ragdoll down a set of stairs, watching it fall down and wedging a floating platform between it seeing how much damage you can cause.
* ''VideoGame/RagdollCannon''
and Rocket through its sequels are IOS and Android games that focus on this trope. You shoot the tractor beam, allowed you to roll along the platform on the object!
* The entries into the reboot Quintology of ''VideoGame/{{Oddworld}}'' use ragdolls for all
ragdoll out of the corpses if you killed them without making them explode into LudicrousGibs. They remain there for a really long time too, which is especially creepy when they're the corpses of the slaves you failed to save.
cannon at targets in each level.



[[folder: Puzzle Games ]]

* ''VideoGame/StairDismount'' (originally named ''Porrasturvat'') is notable for being one of the first games to use ragdoll physics as a gameplay feature. The game is mostly about kicking a ragdoll down a set of stairs, watching it fall down and seeing how much damage you can cause.
* ''VideoGame/RagdollCannon'' and its sequels are IOS and Android games that focus on this trope. You shoot the ragdoll out of the cannon at targets in each level.

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[[folder: Puzzle Games ]]

[[folder:Racing]]
* ''VideoGame/StairDismount'' (originally named ''Porrasturvat'') is notable for being one The '''whole point''' of the first ''VideoGame/FlatOut'' games is to use ragdoll physics as a gameplay feature. crash your car in such fashion that the driver's body is ejected in spectacular fashion. The game is mostly even includes a mode where you use the driver as a human bowling ball.
** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' are all
about kicking a ragdoll down a set of stairs, watching it fall down and seeing just how much damage you can cause.
* ''VideoGame/RagdollCannon'' and its sequels are IOS and Android games
do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that focus on this trope. You shoot the figure falls and writhes a little slowly for ragdoll out physics, but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.
* ''VideoGame/{{Trials}} HD'' has your driver ragdoll upon crashing. Trials Evolution takes it a step further by allowing you to perform a bailout move which throws your driver off the bike in a last ditch attempt to cross the finish line or a checkpoint. If you have a lot of momentum going, you can fling yourself incredibly far. Some custom made tracks involve using the bailout move to hurl your drive across large portions
of the cannon at targets in each level.
track and bounce off many objects to hit the finish line.



[[folder: Racing Games ]]

* The '''whole point''' of the ''VideoGame/FlatOut'' games is to crash your car in such fashion that the driver's body is ejected in spectacular fashion. The game even includes a mode where you use the driver as a human bowling ball.
** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' are all about just how much damage you can do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that the figure falls and writhes a little slowly for ragdoll physics, but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.
* ''VideoGame/{{Trials}} HD'' has your driver ragdoll upon crashing. Trials Evolution takes it a step further by allowing you to perform a bailout move which throws your driver off the bike in a last ditch attempt to cross the finish line or a checkpoint. If you have a lot of momentum going, you can fling yourself incredibly far. Some custom made tracks involve using the bailout move to hurl your drive across large portions of the track and bounce off many objects to hit the finish line.

[[/folder]]

[[folder: Role-Playing Games ]]

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[[folder: Racing Games ]]

* The '''whole point''' of the ''VideoGame/FlatOut'' games is to crash your car in such fashion that the driver's body is ejected in spectacular fashion. The game even includes a mode where you use the driver as a human bowling ball.
** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' are all about just how much damage you can do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that the figure falls and writhes a little slowly for ragdoll physics, but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.
* ''VideoGame/{{Trials}} HD'' has your driver ragdoll upon crashing. Trials Evolution takes it a step further by allowing you to perform a bailout move which throws your driver off the bike in a last ditch attempt to cross the finish line or a checkpoint. If you have a lot of momentum going, you can fling yourself incredibly far. Some custom made tracks involve using the bailout move to hurl your drive across large portions of the track and bounce off many objects to hit the finish line.

[[/folder]]

[[folder: Role-Playing Games ]]
[[folder:Role-Playing Games]]



[[folder: Shoot Em Ups ]]

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[[folder: Shoot [[folder:Shoot Em Ups ]]
Ups]]






[[folder: Simulation Games ]]

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[[folder: Simulation Games ]]
[[folder:Simulation]]






[[folder: Sports Games ]]

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[[folder: Sports Games ]]
[[folder:Sports]]



[[folder: Stealth-Based Games ]]

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[[folder: Stealth-Based Games ]]
[[folder:Stealth-Based Games]]






[[folder: Strategy ]]

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[[folder: Strategy ]]
[[folder:Strategy]]






[[folder: Survival Horror ]]

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[[folder: Survival Horror ]]
[[folder:Survival Horror]]






[[folder: Third-Person Shooter ]]

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[[folder: Third-Person Shooter ]]
[[folder:Third-Person Shooter]]






[[folder: Non-Video Game Examples ]]

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[[folder: Non-Video [[folder:Non-Video Game Examples ]]
Examples]]



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Added DiffLines:

* This happens ''all the damn time'' in ''VideoGame/{{Neural}}'', a game where you have MindOverMatter abilities and could send your enemies flying all over the place by mental powers alone. Mooks flung through the air will simply twist and contort like rubber dummies.
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[[caption-width-right:349:There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays.]]

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[[caption-width-right:349:There's bowling tuesdays Tuesdays and then there's ''hardcore'' bowling tuesdays.Tuesdays.]]

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