Skier character
Posted: Thu Mar 01, 2012 8:02 am
Hi again,
This game I'm working on is a skiing game, and I'm looking into ideas on how to implement a skier character for it. I've been interested in attempting a dynamic character approach, using the "ragdoll" and positioning the feet, hips, shoulders, hands and head, and letting BEPU fill in the rest of the skeleton. I think that part should work ok, but I am wondering about the best way to simulate the actual movement (interaction of skis with the snow)..
I thought I'd try an approach of making each ski a vehicle and welding them to the ragdoll's feet, but found that they didn't stay welded too well (the welds weren't solid and the skis drifted around a lot). As much as the vehicle has the physics parameters that I'd need to simulate a ski (eg sliding friction, suspension), I'm not sure it's a good approach to use (obviously vehicles aren't really designed to be welded to the feet of a person)..
The main reason I would like to end up with the dynamic approach is that for flying through the air, it will be much more realistic than a kinematic approach (I think), since the rotation of the whole skier will be calculated using the inertia tensor for the whole body (I think).. Also I cna imagine that the actual skiing motion could end up being quite realistic using that approach.
So, do you have any recommendations on approaches to achieve this? Or is it just not going to work at all?
Thanks
This game I'm working on is a skiing game, and I'm looking into ideas on how to implement a skier character for it. I've been interested in attempting a dynamic character approach, using the "ragdoll" and positioning the feet, hips, shoulders, hands and head, and letting BEPU fill in the rest of the skeleton. I think that part should work ok, but I am wondering about the best way to simulate the actual movement (interaction of skis with the snow)..
I thought I'd try an approach of making each ski a vehicle and welding them to the ragdoll's feet, but found that they didn't stay welded too well (the welds weren't solid and the skis drifted around a lot). As much as the vehicle has the physics parameters that I'd need to simulate a ski (eg sliding friction, suspension), I'm not sure it's a good approach to use (obviously vehicles aren't really designed to be welded to the feet of a person)..
The main reason I would like to end up with the dynamic approach is that for flying through the air, it will be much more realistic than a kinematic approach (I think), since the rotation of the whole skier will be calculated using the inertia tensor for the whole body (I think).. Also I cna imagine that the actual skiing motion could end up being quite realistic using that approach.
So, do you have any recommendations on approaches to achieve this? Or is it just not going to work at all?
Thanks