I'm starting a new project with XNA. I want to create a game where the main character is subject to ragdoll physics when killed. I was wondering if anyone can give me any tips on how should I implement the character class and apply these ragdoll physics before I start coding so I don't have to refactor my code later. No code is necessary, just a basic overview of an algorithm and some tips. I've found a lot of information about ragdoll physics in 3D but nothig about 2D in XNA.
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As requested I've converted my comment to an answer Take a look at this paper http://www.gpgstudy.com/gpgiki/GDC%202001%3A%20Advanced%20Character%20Physics by Thomas Jakobsen, the ideas in there are as valid for 2D as they are for 3D. Nic Foster (in the comments) also makes a good point that Farseer Physics supports 2D Ragdolls (I totally forgot about that) so that would be a good 'instant' solution and you can take a peak in the source code to see how it's done. |
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