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In computer game engines, ragdoll physics are a replacement for traditional static death animations. Early computer games, going as far back as computer graphics themselves, used hand-created death sequences for characters. This led to low memory and CPU usage as all a dying character had to do was choose from a pre-set finite number of animations. As computers increased in power, it became possible to do limited real-time physical simulations. A ragdoll is therefore a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. The term ragdoll comes from the fact that the articulated systems, due to the limits of the solvers used, tend to have little or zero joint/skeletal muscle stiffness, leading to a character collapsing much like a paper ragdoll. Ragdoll advantages/disadvantagesDue to the computationally expensive nature of performing simulations, most games using ragdolls use very simple approximations of characters:
The chief advantage ragdolls offer over traditional animations is that they allow much more correct interaction with the surrounding environment. Where it would be absurd to try and hand-craft custom animations for all conceivable circumstances, ragdolls fill in and generate a mostly-correct interpretation of events on fly. Other types of ragdollWhile the constrained-rigid-body approach to ragdolls is the most common, other "pseudo-ragdoll" techniques have been used:
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