rdfs:comment
| - 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. 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. Examples of Ragdoll Physics include:
- When the ragdoll effects on NPC or protagonist is activated by having them hit by a car, falling, etc., they will not just flap around like a "lifeless" ragdoll if they are still alive; they will brace themselves while getting thrown about. When a protagonist or NPC gets hit by with a car (but doesn't die from the impact), they will brace themselves as they are getting thrown about the road. Up until they are killed, they will continue to brace their face with their arms and their legs in the fetal position. If a protagonist or NPC is killed by getting hit by a car, their body will be thrown about lifelessly without bracing. This is added for realism as real life people will automatically brace themselves whenever they are thrown. Ragdoll physics are a bit inconvenient at certain times, es
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abstract
| - 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 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. 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. For another type of object that gets more than its share, see Jiggle Physics. Examples of Ragdoll Physics include:
- When the ragdoll effects on NPC or protagonist is activated by having them hit by a car, falling, etc., they will not just flap around like a "lifeless" ragdoll if they are still alive; they will brace themselves while getting thrown about. When a protagonist or NPC gets hit by with a car (but doesn't die from the impact), they will brace themselves as they are getting thrown about the road. Up until they are killed, they will continue to brace their face with their arms and their legs in the fetal position. If a protagonist or NPC is killed by getting hit by a car, their body will be thrown about lifelessly without bracing. This is added for realism as real life people will automatically brace themselves whenever they are thrown. Ragdoll physics are a bit inconvenient at certain times, especially when bailing out of a vehicle or ejecting involuntarily out of a vehicle, unlike the previous renditions, as the player may continue to flop around until death. This feature adds realism and a sense of more control in the game. In Grand Theft Auto V the ragdoll physics have been reduced in bouncing and duration of the flips and impacts, but leave much more damage to the protagonist. When they bail out a car, they will try to brace themselves, but instead of flipping or bouncing, they will slide on the road until they stop, when they are stopped, before getting up, they will stay on the ground as they were taking a break or been in pain. When falling from a mountain, the smallest touch can be fatal to the player, they will keep rolling until they land on a flat surface or a rock, also when falling from a building, they will instantly roll in the air screaming. During the freefall time, they will be facing the sky (most times) moving their arms and legs without stopping. This is much more realistic, as if a person falls from a great height, they would move their arms and legs in random ways. However, when a NPC or protagonist is dead, the ragdoll still flips and slides on the ground, unlike in GTA IV, where after landing they would only slide for around a meter.
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