Cheery - you shouldn't need anything special, except DirectX 9.0
b
The unProfessional +
BigB - the system in this demo is really simple. I have a simple box primitive (with an upvector joint) that is hidden, and the .x model is attached to it. The animation is completely pre-determined like any standard .x model. I then have a simple keyframe system that calculates velocities for the characters, and uses some formulas from this forum to move them in the ForceAndTorque callback. although this demo doesn't feature it, I would also adjust the speed of the walk loop based on the speed of the character.
DBPro has a nice "pick object" command, which I use to detect a shot. Next I delete the dummy box (and upvector). Then I create a new ragdoll based on the character's current pose, and attach it to the existing model. I also set an initial velocity for each bone to the velocity of the now deleted dummy box. Lastly, using the pick point provided by DB's command, I calculate the nearest 3 ragdoll bones, and apply an impulse in the direction of the vector from the camera. this sends the ragdoll spinning in different ways depending on what body part you shoot. you can especially see this in the demo if you shoot a hand or foot or head.
the current system is not optimized at all, but I've worked out a way to do it much faster than the current implementation. the DBPro software company is holding a competition right now, and I'm making an entry based on this tech demo. it will be a time-crisis style game, using Newton for all character movement, sd well as having lots of ragdoll generation, and some interactive background objects (shootable signs, bridges, barrels, etc). I'll post a link in the showcase when it's done (the deadline is the end of October)
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"