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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
162 lines
5.4 KiB
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162 lines
5.4 KiB
Markdown
---
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id: wiki-2026-0508-biomechanics-of-injury
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title: Biomechanics of Injury
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Damage Modeling, Injury Simulation, Hit Reaction]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, simulation, damage-model, biomechanics]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: cpp
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framework: physics-sim / game-engine
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---
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# Biomechanics of Injury
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 physics 기본
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- **Kinetic energy**: KE = ½mv². 매 9mm pistol ≈ 500 J, 매 rifle round ≈ 2000-3500 J.
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- **Pressure**: P = F/A. 매 small projectile = 매 high-pressure 침투.
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- **Strain rate**: 매 fast load = 매 brittle fracture (bone), 매 slow = 매 bend.
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- **Tissue tolerance**: 매 bone ≈ 130 MPa; 매 soft tissue 의 elastic limit 의 훨씬 낮음.
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### 매 game model layers
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1. **Hitbox layer** — body part zone (head / torso / limb).
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2. **Damage type** — penetration / blunt / explosive / fire.
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3. **Armor interaction** — material × thickness × angle.
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4. **Wound state** — bleed / fracture / shock / unconscious.
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5. **Locomotion impact** — limp / aim sway / stamina drain.
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### 매 응용
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1. Tactical shooter limb damage (Tarkov, Ready or Not, Squad).
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2. Melee combat reaction (Mordhau, Chivalry 2, Kingdom Come Deliverance).
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3. Vehicle crash sim (BeamNG.drive — 매 jbeam node-spring deformation).
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4. Sports / action game ragdoll tuning (NBA 2K, Wrestling games).
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## 💻 패턴
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### Limb-zone hit registration
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```cpp
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struct HitResult {
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BodyPart part; // HEAD, NECK, CHEST, ARM, LEG
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float damage;
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DamageType dtype;
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Vector3 impactPoint;
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float kineticEnergy;
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};
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HitResult ResolveHit(const Projectile& p, const Character& c) {
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BodyPart part = c.HitboxAt(p.lastPos);
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float ke = 0.5f * p.mass * p.velocity.SquaredLength();
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float armor = c.ArmorOn(part).StoppingPower(p.dtype);
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float damage = std::max(0.f, ke - armor) * BodyMultiplier(part);
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return {part, damage, p.dtype, p.lastPos, ke};
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}
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```
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### Damage multiplier table
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```cpp
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float BodyMultiplier(BodyPart p) {
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switch (p) {
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case HEAD: return 4.0f;
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case NECK: return 3.0f;
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case CHEST: return 1.0f;
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case STOMACH: return 1.2f;
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case ARM: return 0.5f;
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case LEG: return 0.6f;
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}
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}
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```
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### Bleed-out simulation
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```python
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class WoundState:
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def __init__(self):
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self.bleed_rate = 0.0 # HP/sec
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self.fractures = set()
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self.hp = 100.0
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def apply_hit(self, hit):
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self.hp -= hit.damage
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if hit.dtype == "PENETRATION" and hit.part in ("CHEST", "STOMACH"):
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self.bleed_rate += 0.5
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if hit.dtype == "BLUNT" and hit.kinetic_energy > 1500:
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self.fractures.add(hit.part)
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def tick(self, dt):
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self.hp -= self.bleed_rate * dt
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```
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### Locomotion impact (limp from leg fracture)
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```cpp
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float MoveSpeedMultiplier(const WoundState& w) {
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float m = 1.0f;
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if (w.fractures.contains(LEG_LEFT)) m *= 0.55f;
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if (w.fractures.contains(LEG_RIGHT)) m *= 0.55f;
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if (w.bleedRate > 1.0f) m *= 0.85f; // hypovolemic
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return m;
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}
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```
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### Ragdoll impulse from impact
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```csharp
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void ApplyImpactRagdoll(Rigidbody bone, Vector3 dir, float ke) {
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float impulse = Mathf.Sqrt(2 * ke * bone.mass);
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bone.AddForceAtPosition(dir * impulse, hitPoint, ForceMode.Impulse);
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}
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```
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### Armor angle attenuation
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```python
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def effective_armor(armor_thickness_mm, hit_angle_deg):
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"""Slope-thickness: thicker at oblique angle."""
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import math
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return armor_thickness_mm / math.cos(math.radians(min(hit_angle_deg, 80)))
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Arcade shooter (CoD, Apex) | 1-tap headshot, 매 simple multiplier |
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| Mil-sim (Tarkov, Squad) | 매 full limb + armor + bleed |
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| RPG (Cyberpunk, Fallout) | 매 limb cripple + status effect |
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| Vehicle sim (BeamNG) | 매 node-spring deformation (no hitbox) |
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| Melee (Chivalry, Mordhau) | 매 directional hit + body part + stamina |
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**기본값**: Hitbox + multiplier + simple bleed → 매 expand 의 incremental.
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## 🔗 Graph
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- 부모: [[Game_Physics]]
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- 응용: [[Combat_Balance_Buff]]
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- Adjacent: [[Procedural-Level-Geometry]]
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## 🤖 LLM 활용
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**언제**: 매 tactical / sim 게임 의 damage model design, 매 hit-feel iteration, 매 armor balance.
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**언제 X**: 매 abstract / arcade game (매 단순 HP bar 가 더 적합).
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## ❌ 안티패턴
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- **Realism > fun**: 매 realistic 1-shot kill 이 매 PVP 의 frustration source.
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- **Limb zone 의 inflation**: 매 너무 많은 zone (12+) = 매 hitreg 의 confusion.
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- **No feedback**: 매 hit 의 visual / audio cue 의 X = 매 player 의 "did I hit?" 의 ambiguity.
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## 🧪 검증 / 중복
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- Verified (NIJ ballistic standards 2008; BeamNG dev blog 2023; Tarkov hit zone GDC 2024 talk).
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- 신뢰도 A-.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — KE / armor / bleed model, limb multiplier, ragdoll impulse |
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