#Realistic Bone Cutting Behavior
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In this game, there is a threshold that determines whether a bone can be cut. If the weapon’s speed is above that threshold, the bone can be cut. However, when a cut succeeds, the weapon does not lose any speed.
In reality, if the cut barely meets the requirement, the weapon should lose most of its speed after the cut.
One possible approach is to define a value for the “energy required to cut,” and then reduce the weapon’s speed by the equivalent amount of energy when a cut occurs. Also, instead of judging the cut solely by speed, it could be determined by whether the energy—taking both speed and mass into account—exceeds the “energy required to cut.”
Additionally, the required energy could be reduced if the motion involves slicing speed. In other words, thrusting would be effective compared to slashing. And rather than simply chopping, adding a slicing motion (like when cutting meat with a kitchen knife) would allow for more efficient cutting.
The game already has a system in its blunt damage calculations that accounts for an effective mass. This considers factors such as the attacker’s grip position and how much body weight is applied. Applying this same concept to cutting mechanics would make it so that powerful, weight-driven swings become much more important.
in the reality you wont even be able to cut his bone like that
does it consider angle? that may be another issue, i swear the katana can cut from any angle atm
angle as in like the blunt side too?
cant tell, i dont think the blunt side will cut iirc, mostly that any angle from the sharp side will
I agree with sudgestion. As for me, chopping and stabbing are more cool loking, pleasant than slashing throo.
On top of this i think making moris more of a soft body instead of a rigid body would be nice
nooo pls no
my pc cant handle it anymore
It’s worth tho because then people would Split apart if you hacked them partially
I dunno if you have to go softbody for that. Halfsword has partial splits and they dont have softbody