This will probably be how intelligent characters are implemented in future games, although we still need more work on computational efficiency and movement quality. Using considerably more code and CPU, our research system - also integrated with Unity - can generate getting up and other behaviors without any animation data, by optimizing the control parameters of physics simulation. While the script is quite simple, the resulting motion does not respect physical constraints like non-penetration, and the script also needs the get up animations. I've previously posted a Unity script for turning a Mecanim character into a ragdoll that can get up after falling.
#ENDORPHIN RAGDOLL FULL#
Creating math-heavy applications in C++ just got so much easier.Įdit June 12: I'm a full Eigen convert now, preaching to everybody who cares to listen =) Many matrix size and alignment errors are catched at compile time, and the API is flexible - for example, one can declare a matrix m and then say, e.g., Vector3f v=m.rowwise().sum(). Maybe it's time to switch to Eigen, which is apparently equally useful for large and small matrices, and also performs faster than GLM.Įdit May 27: Eigen definitely seems to work well and is easy to use. It seems to be fairly easy to cause an exception for which one doesn't even get a stack trace.
However, I've grown tired of OpenCV's quirks, especially the difficulty of debugging due to its internals, where void pointers are passed around and a custom RTTI system tries to make sense of the data (legacy of the first OpenCV versions that were C only). I've been using OpenCV for generic linear algebra, and then some others for fixed size 3D matrices and vectors.