52 minutes ago, Oberon_Command said:Yes, it's bad if your ragdolls vibrate when they're at rest, but nothing needs to be exactly accurate.
It's me who brought this up. I was not clear enough.
The problem is not that they jitter when they are dead, the jitter is only an indication of limitations that prevent living ragdolls.
I've tired the engines you have mentioned. None of those could keep a motorized ragdoll upright, or balanced or even walking. If you want to do this, you have to extend them with your own torque solver, or you use a physics engine with better accuracy.
I did the latter and it was possible to make the ragdoll walk. I don't have the time to continue on this, but i saw it would be possible to have simulated characters in games instead just animation. Yes, people don't care because they've never seen this yet, only in research videos which run at thousands of simulation steps per second. I did it at 120 Hz and the cost is not much more than for a regular dead ragdoll.
I can not prove to you this tech is ready for games, but i'm personally sure it's just lacking software. Hardware is ready since a decade. This means much more agile characters in games because they do not rely on static animation data for every movement they might need to do, and you know how the cost is to generate that data.
So if i'm right, we will see better games with lower costs, and then people WILL see the difference between this and the previous state of the art. And they will care and buy awesome next gen stuff as usual.
AI driven character animation has the same goals. Likely you are more open to this because it comes from more sources than just a single unknown guy like me, but it will happen and both approaches can be combined.
Do you agree this would be nice to have? Or do i run against a wall because you are more happy with state of the art as is and you doubt further progress is necessary? (In the latter case i promise i give up )
In the former case there are many other limitations with physics that prevent us from doing stuff that would be fun (in a serious way, not just like the goats.) All this comes from lacking accuracy and robustness, shared by all major physics engines you have mentioned, leading to most game devs simply unaware of the limits.