Merry Christmas, Community - Poly Soup
by Kyle Carter · 12/24/2006 (5:03 pm) · 143 comments
Wow - almost three months since my last .plan. I guess I should write these things more often. What have I been up to? Nothing that's quite ready to be talked about in depth, but in brief: developing ways for us to do more releases at a higher quality and with bigger feature sets.
And probably some smaller stuff that I'll be posting about in coming months, too. :)
Speaking of smaller stuff, I took a few days about a month ago and extended 3space and TSStatic in TSE to support more flexible collision scenarios. Or to speak more directly, polysoup collision. I've collaborated on this with Tom Spilman, who spent some time debugging it, integrating it into a project, and cleaning it up a bit, and the end result is a polysoup implementation that seems fairly usable.
So, here's a screenshot of an orc on a concave donut:

Now, some caveats: this is just the result of a few day's hacking, not an official announcement of GG support for polysoup in Torque. So while it's pretty easy to integrate, you do have to have some coding knowledge to use it.
It's also not bullet proof. We use OpCode, so it's pretty fast & efficient, but if you expect to drop ten orc models into a level and not have a performance hit when you run a buggy into them, you'll have to think again. But if you want to build a building in DTS, and don't go overboard in your model complexity, you should do just fine.
Finally, it collides against ALL the meshes in your model, including invisible ones. So if you want a model to work for polysoup you probably want to kill all your Col-1 meshes & so forth for proper results. Adding some sort of filtering rule wouldn't be hard but it was unclear the best way to do that so we left it a bit braindead.
You can get this at its page on TDN, if you're a TSE owner. Remember, you're on your own using it!
I figure I can't very well give you hearty Christmas cheer this holiday, so I may as well post up something nice and useful. :)
And probably some smaller stuff that I'll be posting about in coming months, too. :)
Speaking of smaller stuff, I took a few days about a month ago and extended 3space and TSStatic in TSE to support more flexible collision scenarios. Or to speak more directly, polysoup collision. I've collaborated on this with Tom Spilman, who spent some time debugging it, integrating it into a project, and cleaning it up a bit, and the end result is a polysoup implementation that seems fairly usable.
So, here's a screenshot of an orc on a concave donut:

Now, some caveats: this is just the result of a few day's hacking, not an official announcement of GG support for polysoup in Torque. So while it's pretty easy to integrate, you do have to have some coding knowledge to use it.
It's also not bullet proof. We use OpCode, so it's pretty fast & efficient, but if you expect to drop ten orc models into a level and not have a performance hit when you run a buggy into them, you'll have to think again. But if you want to build a building in DTS, and don't go overboard in your model complexity, you should do just fine.
Finally, it collides against ALL the meshes in your model, including invisible ones. So if you want a model to work for polysoup you probably want to kill all your Col-1 meshes & so forth for proper results. Adding some sort of filtering rule wouldn't be hard but it was unclear the best way to do that so we left it a bit braindead.
You can get this at its page on TDN, if you're a TSE owner. Remember, you're on your own using it!
I figure I can't very well give you hearty Christmas cheer this holiday, so I may as well post up something nice and useful. :)
#2
12/24/2006 (5:33 pm)
Thank You! Merry Christmas.
#3
12/24/2006 (5:49 pm)
Santa came early to our house, Merry Christmas and Thank you
#4
12/24/2006 (6:18 pm)
Merry Christmas back at ya!
#5
12/24/2006 (6:26 pm)
Great to see this out there! It works great!
#6
12/24/2006 (6:28 pm)
Mmmm...soup and donuts...now I'm hungry! Happy Holidays everyone!
#7
12/24/2006 (7:51 pm)
awesomeness!!
#8
12/24/2006 (8:00 pm)
Merry Christmas and WOW!!
#9
12/24/2006 (8:14 pm)
Merry Xmas!
#10
12/24/2006 (8:41 pm)
Wonderful! Thank you so very much :) Side note: i don't know if its just me but you can't turn the collisions off once they're turned on, a minor detail but thought you should know....
#11
If you do change it, moving any objects that are colliding with it away a bit and then back ought to make things work properly again, but I'm not gonna swear to it. :)
- This text added to known issues section of the TDN page
12/24/2006 (8:49 pm)
The polysoup flag isn't really meant to be toggled at runtime (although it should work well enough for editing purposes) - the object doesn't fully deal with flushing the collision caches and other data structures on toggle. Best results are where it's always one or the other.If you do change it, moving any objects that are colliding with it away a bit and then back ought to make things work properly again, but I'm not gonna swear to it. :)
- This text added to known issues section of the TDN page
#12
12/24/2006 (11:28 pm)
Thanks Ben ... been looking for a polysoup solution for TSE for a while!
#13
12/25/2006 (12:42 am)
Merry Christmas, and thanks!
#14
12/25/2006 (2:20 am)
Hehe, pretty cool!
#15
12/25/2006 (7:30 am)
:D -- all I can say.
#16
12/25/2006 (1:06 pm)
Im crazy or it adds the possibility to create interiors in 3D Studio Max instead Quark/CShop?
#17
12/25/2006 (1:23 pm)
Hmmmmm... Need some input please. What version of TSE does it work with, MS_?.?
#18
@Alienforce: The polysoup-related changes should work with any version, though you may need to do a merge by hand (the polysoup related changes are well-marked with comments) to avoid bringing over stuff unrelated to the collision changes. The files as posted are from the latest version of TSE.
12/25/2006 (3:25 pm)
@Gustavo: You only have access to the usual set of DTS features, so you won't get zoning/portals or lightmapping. If you don't need those things, though, then you might be set!@Alienforce: The polysoup-related changes should work with any version, though you may need to do a merge by hand (the polysoup related changes are well-marked with comments) to avoid bringing over stuff unrelated to the collision changes. The files as posted are from the latest version of TSE.
#19
I was wondering in a soccer game, maybe polysoup should be usefull too. Or not?
Thanks
12/25/2006 (5:31 pm)
Hey Ben, if i was thinking to use that for a track or road for a car game, so i think it will fit very nice =)I was wondering in a soccer game, maybe polysoup should be usefull too. Or not?
Thanks
#20
12/25/2006 (5:38 pm)
This polysoup implementation supports all forms of collision in Torque (vehicle, player, and ray casts) properly. So it should be as useful as any other type of object, I'd imagine. 
Torque 3D Owner James Bond