Quote: "i wonder about the ragdoll setup, do you need to manually setup the ragdoll joints? or can you just apply "go limp" command to the model and all the limbs are affected by gravity?"
Yes, you create the joints yourself, I could have automated the whole process but then you would lose flexibility and it might not have worked on all models. Ragdolls with limbs are implemented, Bone animated models coming soon
Quote: "with the soft bodies, can you apply soft body to any model? and can you still apply things like multi texturing and bumpmapping to it? collision and soft body without massive fps hit?
"
Soft bodies are very flexible, you can apply to any model but it needs to be set up in the PhysX viewer which takes obj format amongst others. You can multi-texture, bumpmap etc. Soft bodies are the most expensive form of simulation so there will always be a fps hit.
Quote: "with the character controller, how complicated is the character setup?
do you need to manually align the character controller and the character model while moving them around the map? or can you select your character model and assign it as the character controler? do you then just move the character controller?"
You set it up in one or two lines and then you don't need to manually do anything, you move the controller like this:
collisionFlag = DYN CONTROLLER MOVE(characterID, xDisplacement#, yDisplacement#, zDisplacement#)
It returns information whether the character is touching anything above/below or to the sides. You don't turn the controller, just turn your character object.
I nearly forgot about this thread, feel free to ask questions in the Dark Physics/AI/Dynamix forum. At the moment I am looking in three places