[ODE] Limited Physics for Bipeds
DjArcas
djarcas at hotmail.com
Mon Feb 16 23:49:03 MST 2004
Why not use simple IK/Parametrics, rather than a physics simulation?
----- Original Message -----
From: "Alaric Holloway" <emumonger at yahoo.com>
To: <ode at q12.org>
Sent: Monday, February 16, 2004 2:02 PM
Subject: [ODE] Limited Physics for Bipeds
> Hi,
>
> I'm beginning work on a biped-mech-combat sort of
> game, ala Battlezone. I've been browsing through the
> ODE documentation and demos, and I must say ODE looks
> pretty dang solid.
>
> However, I'm not entirely sure if the engine is suited
> for the sort of thing I have in mind. These mechanical
> bipeds are going to be very agile, running, jumping,
> climbing, very much alike a bird's legs would behave.
> I want to be able to simulate these movements
> convincingly -- their legs should compress to absorb
> shock, or prepare for a jump for example. This fluid
> motion is what I hope to be able to achieve from ODE.
> But at the same time, I do not want the bipeds to be
> tipping over or collapsing as they would be normally
> -- this would not be suitable for the type of gameplay
> I have planned.
>
> Essentially, I was wondering if this sort of "limited
> physics" is possible with ODE, or would I just be
> better off creating something from scratch? I
> apologize if my question seems a bit too broad or
> vague... any feedback would be appreciated.
>
> -Alaric
>
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