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Deep Dark Internals of T3D

by Demolishun · in Torque 3D Professional · 12/25/2011 (7:22 am) · 0 replies

I am doing it again. I got a whim and was comparing the changes to T3D to TGE. I was very happy to find one major change. GameConnection is based upon GameBase and not ShapeBase! Now that quote of actually deriving from GameBase is accurate! In TGE it seemed because stuff was so intertwined with ShapeBase that it was more practical to use ShapeBase. That is not actually what I wanted to post about, although I am happy these kind of low level things are being addressed.

What I was posting about was how to setup and use a player based upon the physics code. Is this something that has been addressed? I don't really see a whole lot of documentation about it. It took an hour or so to find out how to get bullet working. I see some code in the physics directory and it has a PhysicsPlayer object, but it does not really detail what it actually does. If there is some kind of overview of the current physics system that would be great, but I have not found it.

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67