http://www.youtube.com/watch?v=R2mU050D-1w
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oh i dont know thisEndoperez wrote:Overgrowth's animations will be partially physics-based - procedural and ragdoll features are already in.
Jigglebone is something like a ragdoll-enabled bone in a non-ragdoll skeleton. That's one way to do it. Procedural animation could be used with bones to create rules under which e.g. ears and tails move based on physical forces.
atmosphere is a big part of interesting gameplay.Pablopa99 wrote:Anyway it's just eyecandy, I can't think of any use for gameplay.
I think the word you're looking for is immersion, not atmosphere. Tiny physically appopriate details would indeed add a lot of immersiveness. However, immersion isn't necessary for good gameplay, and playability is what Wolfire is focusing on ATM.Seradest wrote:atmosphere is a big part of interesting gameplay.
I can think of at least two uses.Pablopa99 wrote:Anyway it's just eyecandy, I can't think of any use for gameplay.