So apparently an antigravity machine was built in 2000.. Neat!
With respect to control and animations, the idea I've had in the back of my head is to throw some fancy real-time inverse kinematics at it (after rigging avatars). For example this
one is one of my favorites. Then there are more realistic options like this one
. This could in theory feed back into the physics system for determining forces and whatnot.
In layman's terms, it would mean that avatars automatically "reach" for nearby objects. Assuming
this is actually possible in a real-time simulation (a big assumption), it would mean that controls boil down to aiming and jumping, and the rest of the "human" aspects of 0g movement that have been discussed would be taken care of by the engine.
Until we deem this necessary, I'm just considering it a reach goal (heh)