Game Development Community

t2dShape3D or something else?

by andy c · in Torque Game Builder · 08/27/2010 (5:36 pm) · 2 replies

hi.

new to TGB, and still researching. i love the fluidity and smoothness of the zombies in plants vs. zombies. i'm wondering if i were to create sprite art, skin them together as a model in 3ds max, and export them out to t2dShape3Ds, if that would be the way to go. presumably, i'd want a fair number of these on the screen at the same time (they'd have a very simple animation set).

i'm more an artist than a programmer, and do not have a good grasp on how memory intensive this would be.

thanks.

p.s. my intended platform is ipad/iphone

About the author

Recent Threads


#1
08/27/2010 (8:02 pm)
You're most likely going to want to model them in 3DS and render them out as frames of an animation. t2dShape3D' are bulky, prone to bugs, difficult to manipulate compared to a t2dAnimatedSprite and I don't *think* shadows work.

Render out a sprite sheet, there's lots of discussion on how to do it in the forums.

This will help you search for stuff.
#2
08/27/2010 (8:27 pm)
thanks for the reply.

(i did do some research on this before i posted i promise :D i was looking for an experience based answer)

i'm fairly against using sprite sheets. i find them either choppy or memory intensive if i ramp up the frames per second. i'm searching for something a bit smoother.

i have something running on unity, except i don't like that their collision detection is all based on everything being rigidbodies. i dunno. 6 of one, half a dozen on the other. i may have to give up on the bias against sprite animation maybe.

thanks again.