Here are a few screenshots of a combat prototype I'm working on. Some of the new features include: Animated flag rendering, ragdoll physics, and a 1000 soldier army. I'm getting a lot of new stuff done w the game, I can't post any of that until it's announced in the coming months. It will be a lot different than these screenshots though ;-)
![](http://radioactive-software.com/warfare/Flag_Soldier5.jpg)
![](http://radioactive-software.com/warfare/Flag_Soldier1.jpg)
I also finished all major work on the ragdoll physics system. They now seamlessly blend between animation->physics representation. I can just _not_ create constraints between ragdoll body parts to simulate arms/legs getting blown off...plus creating no constraints at all - and swapping the visual models gives a gib effect.
Here are the ragdoll physics as viewed from the Havok Physics remote debugger. Range of motion is still not correct in this screen.
![](http://radioactive-software.com/warfare/Ragdoll_Physics1.jpg)
Another feature is location based damage - visually demonstrated by my Minecraft army -_- I'm using the hitbox model as the visual model 8-)
![](http://radioactive-software.com/warfare/Ragdoll_Army.jpg)
- Dan