Skip to content

Comment on How to implement 'realistic' swordfighting in video games.parent

Comments

"his one guy, Jordan Mechner, has designed a lot of the interesting martial arts simulations"

How does one even begin to write a martial art simulation? Does one model the human body (model things like "a human elbow can turn x degrees in 2 planes" or whatever)? Does anyone have any references to (or demo code on) how to write a martial arts simulation? Thanks in advance.

Well, I really just meant "games". I'm not a game programmer, just an occasional player.

But, maybe I chose the word "simulation" because his works are always grounded in ordinary body physics. The typical fight game is really a button-masher with the reward of seeing a body fall to the ground if you win. Mechner's fight mechanics are about things like leverage, timing, moves and countermoves. They aren't really 'realistic' either but he's going one level deeper.

AboutSource Built by g1lg1l

Hackerly is an independent reader for Hacker News, built on the public HN API. Not affiliated with Y Combinator.