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  2. Ragdoll physics - Wikipedia

    en.wikipedia.org/wiki/Ragdoll_physics

    Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations , which made death animations more realistic.

  3. Featherstone's algorithm - Wikipedia

    en.wikipedia.org/wiki/Featherstone's_algorithm

    Featherstone's algorithm is a technique used for computing the effects of forces applied to a structure of joints and links (an "open kinematic chain") such as a skeleton used in ragdoll physics. The Featherstone's algorithm uses a reduced coordinate representation.

  4. Euphoria (software) - Wikipedia

    en.wikipedia.org/wiki/Euphoria_(software)

    Euphoria is a game animation middleware created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system". [1]

  5. Havok (software) - Wikipedia

    en.wikipedia.org/wiki/Havok_(software)

    Havok Physics: [4] Originally from Ipion Software (Ipion Virtual Physics), it is designed primarily for video games, and allows for real-time collision and dynamics of rigid bodies in three dimensions. It provides multiple types of dynamic constraints between rigid bodies (e.g. for ragdoll physics), and has a highly optimized collision ...

  6. Talk:Ragdoll physics - Wikipedia

    en.wikipedia.org/wiki/Talk:Ragdoll_physics

    Right now, "ragdoll physics" has more technical detail than "game physics", which is a stub. -- Nagle 20:07, 6 March 2006 (UTC) [ reply ] Added a picture from one of our first ragdoll simulations, from 1997.

  7. Procedural animation - Wikipedia

    en.wikipedia.org/wiki/Procedural_animation

    A ragdoll usually consists of a series of connected rigid bodies that are programmed to have Newtonian physics acting upon them; therefore, very realistic effects can be generated that would very hardly be possible with traditional animation. For example, a character can die slumped over a cliff and the weight of its upper-body can drag the ...

  8. IW (game engine) - Wikipedia

    en.wikipedia.org/wiki/IW_(game_engine)

    Ragdoll physics integrated into character death animations; Self-shadow every frame; Audio system enhancements; Motion control aiming support; Call of Duty: World at War: IW 3.0 2008 Call of Duty 4: Modern Warfare's IW 3.0 engine updated Audio occlusion; Improved physics; Ragdoll physics after death animations; Dismemberment; More destructible ...

  9. Game physics - Wikipedia

    en.wikipedia.org/wiki/Game_physics

    Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.