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Polysoup Free (And IGC)

by Kyle Carter · 10/12/2007 (6:41 pm) · 23 comments

farm3.static.flickr.com/2023/1555790944_d2b8c44511_m.jpg Wow - another IGC come and gone. It was a good time. I won't do a recap here, but I do want to share this video. It represents the highlight of the Indie Games Jam - Justin Mette, Jeff Tunnell, and one of the Frozen Codebase founders do a Ramones cover. Worth a peek.

Also, I wanted to update everyone that the polysoup resource I posted a few months ago is now available to any Torque licensee for free. Commercial, indie, doesn't matter. Go for it. :) If you really like it, send me a nice thank-you letter (or a free copy of your product!).

You can get the polysoup resource here. It's compatible with TGE and TGEA (with a little merging) and uses Opcode to give any DTS file polygon-accurate collision.

Enjoy!
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#1
10/12/2007 (6:49 pm)
Ben, thanks so much for releasing this polysoup code for free! It is much appreciated.
#2
10/12/2007 (8:34 pm)
Wow, just got the idea, I can now make cool looking caves in max:) Thnx for this!!
#3
10/12/2007 (9:19 pm)
First .plan since January...yay Ben!!
:)
#4
10/12/2007 (10:02 pm)
Kick Butt!

Thanks for official announcement Ben and for the awesome resource. Also a big thanks to Andy Maloney for spear heading the effort to make this a free resource to the community.
#5
10/12/2007 (11:48 pm)
I'd love to have Ben write more often. Always interesting what this guy has to tell.
#6
10/13/2007 (12:51 am)
Now that we're done with all the IGC announcements I should be able to post more. Now that we've opened the door again on our engine development, there's actually something to talk about... ;)
#7
10/13/2007 (1:35 am)
Yes yes yes yes yes yes yes yes yes yes yes yes... :-)
#8
10/13/2007 (2:20 am)
Ben, any chance of getting that polysoup resource available for non-TGEA owners? thnx.. :-)
#9
10/13/2007 (7:16 am)
@Sam

From Ben's quote, it looks like it is now available for all Torque licensees (TGB too it seems). However, the licensing info on the TDN page may need updating to reflect the changes.

@Ben

Thanks. This polysoup implementation is very cool. Impressive stuff.
#10
10/13/2007 (11:48 am)
Ben has come from hiding Wooo! :D

I'm totally hyped on T2 so I'm very much looking forward to seeing the new engine take shape guys
#11
10/13/2007 (1:16 pm)
Yes, you can make use of it with TGE or TGEA. Not sure what the benefit is of using it with TGB. :P
#12
10/13/2007 (2:18 pm)
Hey Ben, thankyou. I'll be taking a look at it later to see if I can use it. :) There have been those times I've wanted something like this. :)

btw...took a look at your wish list. My son noticed "bones" and started laughing becouse you only showed bones 1. He's got them all and loves them.
#13
10/13/2007 (9:16 pm)
Bone is a great series. I have several of them but not all... yet. ;)
#14
10/14/2007 (4:06 am)
As of today, the resource is still located in formerly TSE section of TDN...
#15
10/14/2007 (6:03 am)
Yup, same problem for me here. I'm a TGE/TGB licensee, but no TGEA(or TSE). Unfortunately the resource seems to be in the TSE only part of the site. I guess it needs updated access rights.
#16
10/14/2007 (6:38 am)
That video is funnny... hehe..
#17
10/17/2007 (5:57 pm)
If it will work with TGB/TX (even if some effort on our part is required to make it work :-) then it will allow for concave collision polygons. As many of you know collision polygons in TX (and TGB too I believe) have to be convex, which makes for some odd collisions with stuff like planes and spaceships.

Good stuff :-)
#18
10/17/2007 (7:52 pm)
what is polysoup, and what does it do or what is it used for?
I'm a little confused on this still.
#19
10/22/2007 (8:45 am)
@Ben Garney


Hi, i'v been trying to workout how you imported the atlas file in to 3d studio max and back out to get overhang, can i pull your arm to tell me how? Thanks for your time.
#20
12/24/2007 (11:37 am)
Awesome work. (Yes, I'm back commenting because I forgot when it was first and second posted) This is very needed and *should* be GG supported. $0.02
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