Tokamak Ragdoll for TGEA 1.81
by Duncan Gray · 06/21/2010 (10:20 pm) · 4 comments
A long while ago I worked on a now dead project which required a lightweight, high speed ragdoll implementation. I picked Tokamak because it came with source code and was lightweight and fast enough, plus it integrated well with Torque's built in inner workings.
If you check my previous blogs you will see some movies of the progress made. The last remaining issue I was busy with was to get the ragdoll stable when settled, i.e once the player had 'died' the ragdoll should stop twitching and jerking around. The project died for other reasons at that point so I stopped working on it and the code has been taking up space on my PC ever since. Also there was another ragdoll physics release at that time by someone else (I forget who) and T3D also just emerged, making TGEA development seem rather futile.
Game dev is also currently really, really low on my list of things I want to give attention to.
Rather than just dumping it I thought perhaps other people might be interested in finishing it off. It already works well, just needs that final polish. But I realize that no-one might be interested seeing as its TGEA 1.81 based etc, etc, etc.
But there is some info you need to know, the code is complex and will require a commitment. It's also inter-mixed with all the other code changes I was busy with and I don't have the time or interest to extract a perfect ragdoll only patch. You get the whole lot as is.
I also don't want to just create a code dump link where people download it and look it over and then let it die on their hard-drive. I'm looking for people who want to port it to TGEA 1.82 and set up a forum page where the code can be housed and where people can contribute fixes etc.
If there is enough real interest I can post more data in the TGEA forum to make sure that only legit TGEA owners can access it.
Interested?, just toss it? Is the Bullet-based ragdoll pack the preferred solution? voice your opinion.
If you check my previous blogs you will see some movies of the progress made. The last remaining issue I was busy with was to get the ragdoll stable when settled, i.e once the player had 'died' the ragdoll should stop twitching and jerking around. The project died for other reasons at that point so I stopped working on it and the code has been taking up space on my PC ever since. Also there was another ragdoll physics release at that time by someone else (I forget who) and T3D also just emerged, making TGEA development seem rather futile.
Game dev is also currently really, really low on my list of things I want to give attention to.
Rather than just dumping it I thought perhaps other people might be interested in finishing it off. It already works well, just needs that final polish. But I realize that no-one might be interested seeing as its TGEA 1.81 based etc, etc, etc.
But there is some info you need to know, the code is complex and will require a commitment. It's also inter-mixed with all the other code changes I was busy with and I don't have the time or interest to extract a perfect ragdoll only patch. You get the whole lot as is.
I also don't want to just create a code dump link where people download it and look it over and then let it die on their hard-drive. I'm looking for people who want to port it to TGEA 1.82 and set up a forum page where the code can be housed and where people can contribute fixes etc.
If there is enough real interest I can post more data in the TGEA forum to make sure that only legit TGEA owners can access it.
Interested?, just toss it? Is the Bullet-based ragdoll pack the preferred solution? voice your opinion.
About the author
#2
Indeed.
Me for example, I'm no C++ guru, but anyways i might have a chance of porting it to T3D. Just share it with everyone and eventually it will be ported to TGEA 1.8.2 and T3D. And ofcourse the credits goes to you!
06/22/2010 (10:32 am)
@ WillIndeed.
Me for example, I'm no C++ guru, but anyways i might have a chance of porting it to T3D. Just share it with everyone and eventually it will be ported to TGEA 1.8.2 and T3D. And ofcourse the credits goes to you!
#3
Yeah thats what I love so much about game making, every game is a puzzle. I can't stand coding myself but it don't stop me from trying to make a game. Be safe.
Will
06/22/2010 (1:43 pm)
M -Yeah thats what I love so much about game making, every game is a puzzle. I can't stand coding myself but it don't stop me from trying to make a game. Be safe.
Will
#4
06/26/2010 (7:44 am)
Post it! I would love to take a look :-) 
Torque Owner Will Zettler
Digital Lightstorm Game Studio
Will