Overview
Bodies that fell believably. Before ragdoll physics, characters played predetermined death animations regardless of context. Ragdoll simulation made bodies react to forces—tumbling down stairs, crumpling from impacts, flopping in ways both realistic and absurd. The unpredictability added emergent comedy and horror, though early implementations produced memorably unnatural contortions.
Fast facts
- Early adoption: Late 1990s.
- Breakthrough: Hitman: Codename 47 (2000).
- Physics engines: Havok, PhysX.
- Current: Hybrid with animation.
How it works
| Component | Function |
|---|
| Skeletal joints | Articulation points |
| Constraints | Movement limits |
| Mass distribution | Weight simulation |
| Force application | Impact response |
Implementation evolution
| Era | Quality |
|---|
| Early | Exaggerated, floppy |
| Mid-2000s | More constrained |
| Modern | Blended with animation |
| Procedural | Contextual reactions |
Notable implementations
| Game | Application |
|---|
| Hitman | Assassination physics |
| Half-Life 2 | Source engine showcase |
| GTA IV | Vehicle impacts |
| Skate | Bail animations |
Comedic potential
| Effect | Example |
|---|
| Stair tumbling | Uncontrolled descent |
| Vehicle collision | Exaggerated flight |
| Explosion reaction | Limb flailing |
| Physics glitches | Unintended contortion |
Modern approach
| Technique | Benefit |
|---|
| Blended animation | Natural transitions |
| Procedural | Context-aware |
| Active ragdoll | Semi-controlled |
| Recovery states | Getting back up |
See also