Camelot Unchained has solved the problem of animating a cow corpse being thrown by a siege weapon

    
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Only in the games industry will you consider how to animate a cow corpse thrown from a catapult as a problem and not, say, a worrying hobby that would get the police called on you. That unique problem appears to have been solved by Camelot Unchained, which has apparently pinned down a ragdoll physics engine solution as part of this week’s update post.

The devs at City State Entertainment have been rather mum about the addition of a ragdoll physics engine because there were concerns about it working and being kind to performance, but it seems they are closer to getting it to work, which will save the animators a lot of time. Which goes right on back to flinging cow corpses through the air: “Remember that cow model we made for the corpse chucker!? Now, no guarantees here, but we are hopeful we can add this in a meaningful and fun way,” explains the post.

While the other updates in the weekly digest are arguably less fun than flinging dead cows with siege weapons, they are no less important such as effects work for the Dark Fool, animation fixes for the Minstrel and the Dark Fool, additional Linuxification and navmesh work including making the chat server work on Linux, and some art work on medium armor, spears, and the creation of two new Viking shields — “one more basic and one a bit ‘cooler’,” as the post describes it.

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