Game Development Reference
Figure 11.7. Two stick constraints and an inequality constraint (dotted) modeling, e.g., an
Actually, in Hitman , corpses aren't composed of rigid bodies modeled by
tetrahedrons. They are simpler yet, as they consist of particles connected by stick
orientation of each limb (a vector and a matrix) are then derived for rendering
purposes from the particle positions using various cross-products and vector nor-
malizations (making certain that knees and elbows bend naturally).
Figure 11.8. Ragdoll model using particles and sticks (used in Hitman: Codename 47 ).