I'm trying to make a physics driven character controller that reacts to being shot/bumping things that abstracts away actual legs/servos and instead uses 'supported states' that grant the torso similar movements and accelerations that legs 'would' cause while abstracting away legs - but it is still all force driven (just the 'source' of the forces is more magical and not 'real' limb derived)
This has been allowing me so far to have 100s of simultaneous characters that have physics reactive bodies at the same time with <1ms frame time.
Later, I can procedurally make legs do what legs would do, and the synthesis should look pretty OK.
- accelerating makes the torso lower
- accelerating makes the torso lean
- increasing speed makes the torso lean, but not as much as acceleration, so leaning is greatest at low speeds + high acceleration and tapers off when maintaining a speed
- requesting rotations >60 degrees causes the gun to lower
- the arms have some acceleration agency to try to bring the gun to the target earlier than the torso rotates
AC IV early concepts by Masahiro Miki, with ideas by Daisuke Satake. From Armored Core Designs, IV & For Answer.
Global Armaments' tank-like mechs; hovercraft tank-like mech; grenade rifles; GA03-SOLARWIND; machine guns; bazooka; missile pod; sensor direct missile; & shields.