Game Mechanics Kit 1.2.0 *Beta*
by Yuri Dobronravin · 06/05/2009 (11:24 am) · 15 comments

Greetings!
Yes. It was a major milestone for GMK.
But fortunately we have a great community of GMK users, which helped us a lot, reported bugs and suggested new features for the kit. Thank you all guys. We really appreciate your help.
Now we are making our GMK 1.2.0 version public as BETA. It's feature complete, but there are few bugs we'd like to fix before announcing official release. Maybe you guys manage to find some more.
So if you are a registered user of GMK and would like to get GMK 1.2.0 BETA version right now please drop me an email at logicking@logicking.com with subject "GMK 1.2.0 BETA", please do not forget to specify your login at GarageGames.com. I will send you a link to package then.
If you not own GMK 1.2.0 yet you can consider buying GAME MECHANICS KIT from developers store right now. And then email me to get updated GMK 1.2.0 Beta version.
Game Mechanic Kit v1.2.0 Features
- T3D version is available.
- Support for ACK male and female packs from BrokeAss Games.
- Source files for models and interiors placed in separate folder.
Physics Pack:
- RigidBodies
- Ragdolls
- Soft bodies support for Bullet and PhysX.
- Enhanced PhysX support for T3D (ragdolls, cloth, and softbodies).

You can still test 'Orcs Rule' demo game with Physics Pack and Cut-Scene Editor demonstration.
DOWNLOAD DEMO GAME (56Mb)
#4
06/05/2009 (12:33 pm)
Hell yeah ... Yuri and Logic King rock ... I sent you a mail. :)
#5
the flag and soft ball work wonerfully, and the ragdoll seems fine.
(I merged GMK into the FPS demo with physx enabled, everything seems fine)
very well done Yuri, a fine product, only getting better all the time.
06/05/2009 (4:35 pm)
oh, this is nice, slips straight in,the flag and soft ball work wonerfully, and the ragdoll seems fine.
(I merged GMK into the FPS demo with physx enabled, everything seems fine)
very well done Yuri, a fine product, only getting better all the time.
#6
what is the process for exporting the ragdoll.dsq?
should it be without animations? in the root pose?
I realise it needs to contain the same skeleton that the model uses for the other animations, but am not sure if the dsq needs animation, or if its just for a reference for the bones.
06/06/2009 (2:07 am)
I have a question about using my own models for the ragdolls:what is the process for exporting the ragdoll.dsq?
should it be without animations? in the root pose?
I realise it needs to contain the same skeleton that the model uses for the other animations, but am not sure if the dsq needs animation, or if its just for a reference for the bones.
#7
He told me that he planned to add them to the package however I think it has slipped his mind since he is so busy with 4 versions and new features.
06/07/2009 (3:51 am)
I asked Yuri for the source to that DSQ and other things within the pack.He told me that he planned to add them to the package however I think it has slipped his mind since he is so busy with 4 versions and new features.
#8
I think I need to do a separate doc on creating ragdolls. However it is a relatively straight forward process.
ragdoll.dsq is a simple root pose animation with one frame. In that pose character figure suppose to stay straight. From this pose GMK will automatically calculate physics joints and limits for the ragdoll bones.
However for test purposes you can use _any_ full body animation as ragdoll.dsq. In that case ragdoll will tend to shape pose from the first frame of provided ragdoll.dsq.
And yes, I've fogrot to add ragdoll.dsq to package. Thanks for mentioning that.
06/07/2009 (4:36 am)
@deepcratch, ebI think I need to do a separate doc on creating ragdolls. However it is a relatively straight forward process.
ragdoll.dsq is a simple root pose animation with one frame. In that pose character figure suppose to stay straight. From this pose GMK will automatically calculate physics joints and limits for the ragdoll bones.
However for test purposes you can use _any_ full body animation as ragdoll.dsq. In that case ragdoll will tend to shape pose from the first frame of provided ragdoll.dsq.
And yes, I've fogrot to add ragdoll.dsq to package. Thanks for mentioning that.
#9
I added ragdoll datablocks for some of my ai, and the main player, to the ragDollsPhysX script file,
added the call to ragdoll in the ::onDisabled functions of the ai's and main player,
added ragdoll = wadawada to their datablocks,
copied their root dsq's and called them ragdoll,
now I have fully functioning physx ragdolls in the FPS Genre kit.
easy peasy, thanks yuri!!
fun fun, created 5 ai's, and lobbed a grenade between them, BOOM, sweet ragdolls.
06/07/2009 (10:23 am)
well, wow, that was easy enough! I added ragdoll datablocks for some of my ai, and the main player, to the ragDollsPhysX script file,
added the call to ragdoll in the ::onDisabled functions of the ai's and main player,
added ragdoll = wadawada to their datablocks,
copied their root dsq's and called them ragdoll,
now I have fully functioning physx ragdolls in the FPS Genre kit.
easy peasy, thanks yuri!!
fun fun, created 5 ai's, and lobbed a grenade between them, BOOM, sweet ragdolls.
#10
06/07/2009 (10:59 am)
i emailed you for the new Beta. I own version 1.1.1 but have not received any reply.
#12
Error 1 error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z) guiTSControl.obj
06/07/2009 (3:11 pm)
Anybody willing to tell me how to get past this:Error 1 error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z) guiTSControl.obj
#13
Which version of Torque you are using?
Did you add source\T3D\logickingMechanics\physics\physics.cpp into the project (as well as other GMK .cpp and .h files as said in programmers guide)?
If this not help please drop me an email.
06/07/2009 (3:15 pm)
@OmegaDogWhich version of Torque you are using?
Did you add source\T3D\logickingMechanics\physics\physics.cpp into the project (as well as other GMK .cpp and .h files as said in programmers guide)?
If this not help please drop me an email.
#14
06/07/2009 (3:48 pm)
Thanks Yuri.
#15
Great kit and thanks for the possibilty to take part in the beta for the kit using T3D.
Sent you an email:-)
06/08/2009 (12:02 am)
HelloGreat kit and thanks for the possibilty to take part in the beta for the kit using T3D.
Sent you an email:-)

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