Never expected all these high quality replies, cheers.
>>331458489
Good points. I was too lazy to include what I thought would be the ideal system would be. pic related is just a lazy representation of say 10 to 20% overshoot with no further oscillations, Which requires no predictions of movement and is actually very life like in regards to strength and lifting objects. The complaints with physics in games always occurs when objects are supposed to come to rest. One thing blade and sorcery doesnt address (due to its animation scripts but also its physics) is a struggle of two weapons as the connect mid swing. In game, interrupting the AIs swing with your weapon pushes them back as if you parried them, regaurdless of wether you swung at the blade or if you just blocked it with your own. My idea would be a little magnetism to the point of contact (on the AIs blade) whenever one blade connects at speed with another blade that is mostly at rest.

On your point about stopping the head chop mid-swing: In reality, in order to stop your swing you begin fighting momentum before you actually get to the guys neck, and would probably overcompensate in a way refenced in my pic. In our hypothetical game engine, The player would simply need to pull back ahead of time, which they would not find difficult if they had already been playing with the previously described disassociated body system. rather than focusing on where they want the sword to stop a player would watch carefully the momentum of the arm, and pull the arm away like a puppeteer pulls on its puppets strings to move it horizontally