"Ragdoll Hit" is a chaotic, physics-based combat game praised for combining humorous, floppy-stickman action with deep, skill-based mechanics. The game features strategic upgrades and interactive, hazard-filled arenas that reward precise timing over button-mashing. Read the full review at Diva Magazine. Ragdoll Hit - Geometry Dash


How to contribute (typical GitHub workflow)

  • Fork the repository, create a feature branch.
  • Write tests for new physics behaviors where possible.
  • Keep changes modular (separate hit logic, ragdoll generation, blending).
  • Submit PR with clear description, changelog entry, and performance notes.
  • Maintain backwards compatibility for public API where feasible.

Best practices

  • Tune mass distribution so torso carries majority of mass; small limbs lighter.
  • Use capsule colliders for limbs, spheres for joints; minimize compound collider complexity.
  • Clamp impulses and apply gradual torque to avoid instability.
  • Blend back to animation using iterative pose-slerp with velocity matching for continuity.
  • Use separate physics substeps for ragdoll to improve stability at lower frame rates.

Architecture (typical)

  • Core modules:
    • Physics controller: interfaces with a physics engine (Bullet, PhysX, Unity PhysX, Chaos).
    • Skeleton mapper: maps animation bone transforms to physics bodies.
    • Hit manager: computes hit impulses from collisions or damage events.
    • State machine: transitions between animated → ragdoll → blended recovery.
    • Stabilizer: applies joint damping, corrective forces, and pose drives to prevent explosions.
  • Data assets: bone settings, collider shapes, joint limits, mass distribution, recovery animations.