Basically Our decision was based on our engine's current capabilities.Originally Posted by WILL
Rage 3D does support inverse kinematics and weighted animation blending, but we have a few memory leaks in the code, so we decided to go with someting a little less hectic.
Also, the deadlines for the game was pretty steep, and character animation takes quite some time, so we decided that a semi static object (like a tank) would be faster to implement.
The physics on a tank is also simpler than the physics on a biped.
We did have to completely redo our physics engine while coding the game entry, so simpler was definately better in our case.
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