9148c358d0
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5.4 KiB
5.4 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-biomechanics-of-injury | Biomechanics of Injury | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
Biomechanics of Injury
매 한 줄
"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
struct HitResult {
BodyPart part; // HEAD, NECK, CHEST, ARM, LEG
float damage;
DamageType dtype;
Vector3 impactPoint;
float kineticEnergy;
};
HitResult ResolveHit(const Projectile& p, const Character& c) {
BodyPart part = c.HitboxAt(p.lastPos);
float ke = 0.5f * p.mass * p.velocity.SquaredLength();
float armor = c.ArmorOn(part).StoppingPower(p.dtype);
float damage = std::max(0.f, ke - armor) * BodyMultiplier(part);
return {part, damage, p.dtype, p.lastPos, ke};
}
Damage multiplier table
float BodyMultiplier(BodyPart p) {
switch (p) {
case HEAD: return 4.0f;
case NECK: return 3.0f;
case CHEST: return 1.0f;
case STOMACH: return 1.2f;
case ARM: return 0.5f;
case LEG: return 0.6f;
}
}
Bleed-out simulation
class WoundState:
def __init__(self):
self.bleed_rate = 0.0 # HP/sec
self.fractures = set()
self.hp = 100.0
def apply_hit(self, hit):
self.hp -= hit.damage
if hit.dtype == "PENETRATION" and hit.part in ("CHEST", "STOMACH"):
self.bleed_rate += 0.5
if hit.dtype == "BLUNT" and hit.kinetic_energy > 1500:
self.fractures.add(hit.part)
def tick(self, dt):
self.hp -= self.bleed_rate * dt
Locomotion impact (limp from leg fracture)
float MoveSpeedMultiplier(const WoundState& w) {
float m = 1.0f;
if (w.fractures.contains(LEG_LEFT)) m *= 0.55f;
if (w.fractures.contains(LEG_RIGHT)) m *= 0.55f;
if (w.bleedRate > 1.0f) m *= 0.85f; // hypovolemic
return m;
}
Ragdoll impulse from impact
void ApplyImpactRagdoll(Rigidbody bone, Vector3 dir, float ke) {
float impulse = Mathf.Sqrt(2 * ke * bone.mass);
bone.AddForceAtPosition(dir * impulse, hitPoint, ForceMode.Impulse);
}
Armor angle attenuation
def effective_armor(armor_thickness_mm, hit_angle_deg):
"""Slope-thickness: thicker at oblique angle."""
import math
return armor_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.
🔗 Graph
- 부모: Game_Physics
- 응용: Combat_Balance_Buff
- Adjacent: Procedural-Level-Geometry
🤖 LLM 활용
언제: 매 tactical / sim 게임 의 damage model design, 매 hit-feel iteration, 매 armor balance. 언제 X: 매 abstract / arcade game (매 단순 HP bar 가 더 적합).
❌ 안티패턴
- Realism > fun: 매 realistic 1-shot kill 이 매 PVP 의 frustration source.
- Limb zone 의 inflation: 매 너무 많은 zone (12+) = 매 hitreg 의 confusion.
- No feedback: 매 hit 의 visual / audio cue 의 X = 매 player 의 "did I hit?" 의 ambiguity.
🧪 검증 / 중복
- Verified (NIJ ballistic standards 2008; BeamNG dev blog 2023; Tarkov hit zone GDC 2024 talk).
- 신뢰도 A-.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — KE / armor / bleed model, limb multiplier, ragdoll impulse |