Integrated physics implementation?
by Adam Zeliasz · in Torque 3D Beginner · 03/25/2010 (10:54 am) · 2 replies
Is GG developing a way to use PhysX or another physics engine within the T3D program? If so, what's the general time-frame? In Unity you have intuitive tools that allow you to build rigid bodies, joint constraints, and rag-dools all built right in.
About the author
My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.
#2
- Perhaps ALL of this is in 1.1 already..& we won't know until the 1.1 release blog.
P.S. (Unity [<3.0] only supports Aegia PhysX features and plenty has been added by Nvidia).
03/28/2010 (8:48 am)
Tom has mentioned (in a different thread) that the T3D PhysX implementation is to include more Nvidia PhysX features than already in T3D. He did not mention "1.1" specifically & I do not recall "Ragdoll" to be on that list either. It has been mentioned, in another thread, that Ragdoll is being worked on but not much more than that was said. - Perhaps ALL of this is in 1.1 already..& we won't know until the 1.1 release blog.
P.S. (Unity [<3.0] only supports Aegia PhysX features and plenty has been added by Nvidia).
Associate Tom Spilman
Sickhead Games
There is no specific timeline on tools yet, but it is something we want to work on.