Quasar
Moderator

Posts: 4484
Registered: 08-00 |
Yeah, DOOM's present idea of physics would make even Newton roll in his grave. No inertia, conservation of momentum; angular momentum; accurate models of environmental forces such as friction, gravity, or air resistance; torque (although Lee Killough tried, bless him :P); etc.
Objects in DOOM are just boxes (or cubes with 3D extensions) that glide around. The "physics" are an afterthought of what the game needs to operate in the intended manner.
Ragdoll physics are only really useful with models anyway, since sprites cannot animate their various body parts independently in the way needed for such simulated reactions. Out of all the DOOM ports that actually support the use of models, none of them that I'm aware of support skeletal animation or even independent bounding boxes for different body parts. They're just displaying the model while running the normal blockmap-based collision detection underneath it.
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