"매 force × tissue tolerance = injury". Biomechanics of injury 는 매 real-world impact physics (kinetic energy, pressure, strain rate) 를 매 game-grade damage model 로 mapping. 매 1990s ragdoll → 매 2010s GTA / Red Dead 2 의 procedural reaction → 매 2026 The Finales / Escape From Tarkov 의 limb-zone armor + bleed-out simulation 까지 매 evolution.
매 핵심
매 physics 기본
Kinetic energy: KE = ½mv². 매 9mm pistol ≈ 500 J, 매 rifle round ≈ 2000-3500 J.
Pressure: P = F/A. 매 small projectile = 매 high-pressure 침투.
Strain rate: 매 fast load = 매 brittle fracture (bone), 매 slow = 매 bend.
Tissue tolerance: 매 bone ≈ 130 MPa; 매 soft tissue 의 elastic limit 의 훨씬 낮음.
매 game model layers
Hitbox layer — body part zone (head / torso / limb).
Damage type — penetration / blunt / explosive / fire.
Armor interaction — material × thickness × angle.
Wound state — bleed / fracture / shock / unconscious.
Locomotion impact — limp / aim sway / stamina drain.
매 응용
Tactical shooter limb damage (Tarkov, Ready or Not, Squad).
Melee combat reaction (Mordhau, Chivalry 2, Kingdom Come Deliverance).
Vehicle crash sim (BeamNG.drive — 매 jbeam node-spring deformation).
Sports / action game ragdoll tuning (NBA 2K, Wrestling games).
💻 패턴
Limb-zone hit registration
structHitResult{BodyPartpart;// HEAD, NECK, CHEST, ARM, LEG
floatdamage;DamageTypedtype;Vector3impactPoint;floatkineticEnergy;};HitResultResolveHit(constProjectile&p,constCharacter&c){BodyPartpart=c.HitboxAt(p.lastPos);floatke=0.5f*p.mass*p.velocity.SquaredLength();floatarmor=c.ArmorOn(part).StoppingPower(p.dtype);floatdamage=std::max(0.f,ke-armor)*BodyMultiplier(part);return{part,damage,p.dtype,p.lastPos,ke};}
defeffective_armor(armor_thickness_mm,hit_angle_deg):"""Slope-thickness: thicker at oblique angle."""importmathreturnarmor_thickness_mm/math.cos(math.radians(min(hit_angle_deg,80)))
매 결정 기준
상황
Approach
Arcade shooter (CoD, Apex)
1-tap headshot, 매 simple multiplier
Mil-sim (Tarkov, Squad)
매 full limb + armor + bleed
RPG (Cyberpunk, Fallout)
매 limb cripple + status effect
Vehicle sim (BeamNG)
매 node-spring deformation (no hitbox)
Melee (Chivalry, Mordhau)
매 directional hit + body part + stamina
기본값: Hitbox + multiplier + simple bleed → 매 expand 의 incremental.