Idk do whatever. There's only Segway Guy. You can drag his parts around, and rip them off if you yank hard enough. Disclaimer: Vehicles not included. No gore. Turbowarp is HIGHLY recommended, since Scratch is apparently incapable of handling a high-grade physics simulation at 30 FPS very well (I did optimize some things, it runs slightly better) ._. (link below) https://turbowarp.org/524011084/fullscreen?fps=60&hqpen Probably something to do with memory management. If you insist on using Scratch, there will be stuttering occasionally, but I changed the tick mode so it will run the physics loop twice per frame to match Turbowarp's 60 ticks to Scratch's 30 ticks, however, fixed updates like mouse movement will not apply so there will be inconsistency there. Press Y for debug draw, and X for draw collisions (if debug draw is on) P.S. Debug draw is irrelevant, unless you want to see how it was constructed from boxes and a circle. The engine is nowhere near finished, so don't complain about issues to me. I know the things I have to do, I've thoroughly tested it, it's just time-consuming to fix everything. WARNING: Make sure to avoid entering the engine code, there's 10,500+ blocks in there and I don't think you want a lot of lag, unless you have the patience. If you want to look inside the engine, look in it using Turbowarp so then you can actually navigate around.
Created using Rewrite Physics (v 1.12) Not a fully usable version of the engine, there's not even box to box collision detection. I disabled pairwise collision detection altogether because warm starting doesn't work fully, and there's no point in having only his head collide. I have a generic block solver that's incomplete. No blood or anything as to keep it within community guidelines. This is also just a test, so it's not 100% accurate, but I wanted to share it anyway because it's cool. [Known Bugs] Constraint drift: The ragdoll can sink slightly in the ground and also can shift slowly in directions (due to an iterative solver which for now doesn’t solve the ragdoll constraints as a system, but rather one-by-one for each iteration), this is prominent especially for the single rectangles (due to an iterative solver and the block solver doesn’t solve two points at the same time, so it’ll move the object after solving one constraint and the other constraint is no longer valid for the new position, leading to error) “Constraint Overload” Bug: Depending on the solver iterations, and the number of ragdolls simulated, (if you go in and edit the repeat count for the ragdoll data importation), constraints will start simultaneously jittering or having ghost forces acting upon it, which gets worse for every number of ragdolls past ~50 for one iteration for both velocity and position. The effect is reduced significantly by increasing iterations. Unknown cause of origin. This can be encountered only through editing the project