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Re:How to implement 'realistic' swordfighting in video games. by neilk on Friday May 08, 2009 @03:45PM (#600139)
Well, I really just meant "games". I'm not a game programmer, just an occasional player.

But, maybe I chose the word "simulation" because his works are always grounded in ordinary body physics. The typical fight game is really a button-masher with the reward of seeing a body fall to the ground if you win. Mechner's fight mechanics are about things like leverage, timing, moves and countermoves. They aren't really 'realistic' either but he's going one level deeper.

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