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  2. Ragdoll physics - Wikipedia

    en.wikipedia.org/wiki/Ragdoll_physics

    Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations , which made death animations more realistic.

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  4. Havok (software) - Wikipedia

    en.wikipedia.org/wiki/Havok_(software)

    Havok was also used in the virtual world Second Life, with all physics handled by its online simulator servers, rather than by the users' client computers. An upgrade to Havok version 4 was released in April 2008 and an upgrade to version 7 started in June 2010. [ 22 ]

  5. Euphoria (software) - Wikipedia

    en.wikipedia.org/wiki/Euphoria_(software)

    Euphoria is a game animation middleware created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system". [1]

  6. Game physics - Wikipedia

    en.wikipedia.org/wiki/Game_physics

    This is a procedural animation and simulation technique to display the movement of a character when killed. It treats the character's body as a series of rigid bones connected together with hinges at the joints. The simulation models what happens to the body as it collapses to the ground.

  7. List of Mac games - Wikipedia

    en.wikipedia.org/wiki/List_of_Mac_games

    Flight simulator Commercial 7.5–9.2.2 A-10 Cuba! Parsoft Interactive 1996 Flight simulator Commercial 7.5–9.2.2 The A-Files: Gyldendal 1998 Adventure/Educational Commercial A-Train [7] Maxis: 1992 Simulation Commercial 6.0.5 or higher Aargon Deluxe: Twilight Games 1999 Puzzle Commercial 10.2 Abalone: Peter Tax 1997 Board game Freeware 8.0 ...

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  9. Procedural animation - Wikipedia

    en.wikipedia.org/wiki/Procedural_animation

    A ragdoll usually consists of a series of connected rigid bodies that are programmed to have Newtonian physics acting upon them; therefore, very realistic effects can be generated that would very hardly be possible with traditional animation. For example, a character can die slumped over a cliff and the weight of its upper-body can drag the ...