Verlet integration · Distance constraints · Drag & interact
Drag any body part to throw the ragdoll.
A 2D ragdoll simulation using Verlet integration and distance constraints. Watch a jointed character fall, bounce off platforms, and respond to dragging — all without explicit velocity storage.
Verlet integration stores position and previous-position instead of velocity. An iterative constraint solver enforces fixed-length bones and angular limits at each joint. The result is stable, realistic ragdoll motion with minimal code.
Click and drag any body part to toss the ragdoll around. Watch it interact with platforms. Observe how distance constraints keep limbs at fixed lengths while allowing natural joint articulation.
Verlet-based ragdoll physics was popularised by Thomas Jakobsen in his 2001 GDC talk. The technique is still used in modern games — Hitman, Gang Beasts and Happy Wheels all use Verlet-based ragdoll systems.