Death and you, a guide to the workplace.
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Death and you, a guide to the workplace.
For the gore and animaiton systems in our glorious game, we'll need to make it realistic.
First, headshots=/=instant death. Some times it kills you, but most of the time it just really fucks you up.
Left hemisphere of the brain controls the right side of the body, and vice versa. Shoot some one in a hemisphere and the corresponding side goes limp.
Back of the brain is visual processing. Nail some one back there and they go blind(ish).
Shooting some one in the sinus area of the head means a shit ton of blood coming out of the nose and mouth.
The upper spine controls the limbs, see this-
Guts spill out all gooey rope like.
When someone dies, they don't die all the way all at once.
They still twitch and squirm after death.
Knee caps keep the knees from flexing the wrong way. Blow them out and them legs bend every which way, but it still takes some effort to get them all noodley.
Post related content here bros. No real dead people, we don't want to loose the forum.
First, headshots=/=instant death. Some times it kills you, but most of the time it just really fucks you up.
Left hemisphere of the brain controls the right side of the body, and vice versa. Shoot some one in a hemisphere and the corresponding side goes limp.
Back of the brain is visual processing. Nail some one back there and they go blind(ish).
Shooting some one in the sinus area of the head means a shit ton of blood coming out of the nose and mouth.
The upper spine controls the limbs, see this-
Guts spill out all gooey rope like.
When someone dies, they don't die all the way all at once.
They still twitch and squirm after death.
Knee caps keep the knees from flexing the wrong way. Blow them out and them legs bend every which way, but it still takes some effort to get them all noodley.
Post related content here bros. No real dead people, we don't want to loose the forum.
Re: Death and you, a guide to the workplace.
That's some nice reseach you got there.
As for headshots, if it's a strong enough hit(sniper rifle), the head usually deflates after death.
As for headshots, if it's a strong enough hit(sniper rifle), the head usually deflates after death.
Snormax- Posts : 5
Join date : 2009-12-09
Re: Death and you, a guide to the workplace.
Nice research, but really headshot == instant death most of the time.
From a longer distance, .22 calibur bullets usually make a clean hole and ricochet, scrambling the brain. Larger bullets like .45 hit the skull like a brick launched from the LHC, and just shatter it.
From a shorter distance, .22 would go clean through (usually, assuming it doesn't follow the bone), and there, your research comes through. A .45 would probably have an effect similar to its long distance effect, but it's more likely to leave more of the head intact.
Lots of variables, though. Speed of the bullet (1000 - 1200 fps or something), size (9mm and .225 exist too), type (metal jacket, hollowpoint, armor piercing), metal (lead, steel, depleted uranium), are all things that need to be taken into account in terms of headshots.
Simplest solution, and the one most developers take, is to make headshots = death. Our solution, however, is probably that we should make one bullet type. That way, we only have to worry about distance and region of the head.
It's all good from there until the guts part. How do we do that? Making a separate model and having is switch from clean to guts is easy, but animating it so that the guts fall out differently every time... Without DMM? Shit.
Let's not go crazy in terms of realism. I say make it more realistic than usual, but we're going to have to do some heavy task management in order to make it so that the processor doesn't get too big of a load. Like, for instance, not loading too much of the map at a time, in order to allow for more gore.
From a longer distance, .22 calibur bullets usually make a clean hole and ricochet, scrambling the brain. Larger bullets like .45 hit the skull like a brick launched from the LHC, and just shatter it.
From a shorter distance, .22 would go clean through (usually, assuming it doesn't follow the bone), and there, your research comes through. A .45 would probably have an effect similar to its long distance effect, but it's more likely to leave more of the head intact.
Lots of variables, though. Speed of the bullet (1000 - 1200 fps or something), size (9mm and .225 exist too), type (metal jacket, hollowpoint, armor piercing), metal (lead, steel, depleted uranium), are all things that need to be taken into account in terms of headshots.
Simplest solution, and the one most developers take, is to make headshots = death. Our solution, however, is probably that we should make one bullet type. That way, we only have to worry about distance and region of the head.
It's all good from there until the guts part. How do we do that? Making a separate model and having is switch from clean to guts is easy, but animating it so that the guts fall out differently every time... Without DMM? Shit.
Let's not go crazy in terms of realism. I say make it more realistic than usual, but we're going to have to do some heavy task management in order to make it so that the processor doesn't get too big of a load. Like, for instance, not loading too much of the map at a time, in order to allow for more gore.
LolDongs- Posts : 18
Join date : 2009-12-27
Re: Death and you, a guide to the workplace.
The guts could be ragdolled.
And if we can't get DMM we'll see how well PhysX does.
And if we can't get DMM we'll see how well PhysX does.
Re: Death and you, a guide to the workplace.
Good point.Admin wrote:The guts could be ragdolled.
And if we can't get DMM we'll see how well PhysX does.
LolDongs- Posts : 18
Join date : 2009-12-27
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