bullet lib boat
by michael · in Torque 3D Beginner · 10/16/2012 (2:11 am) · 6 replies
Hi
I've followed some youtube to install bullet in torque CE. Now I want to add a boat floating on the water. Any help/links with that using bullet library?
Thanks
I've followed some youtube to install bullet in torque CE. Now I want to add a boat floating on the water. Any help/links with that using bullet library?
Thanks
About the author
#2
only former t3d 1.2 license holder have access on that.
u can try with this:
http://www.garagegames.com/community/resources/view/21705
10/17/2012 (8:54 am)
that was from a community project.only former t3d 1.2 license holder have access on that.
u can try with this:
http://www.garagegames.com/community/resources/view/21705
#3
By the way, that which is shown in the video and what is usuable in the CE doesn't give you a boat, its a simple box that floats, an example phsyics object that can bounce and/or roll, and be destroyed. You have no direct control over it.
10/17/2012 (9:32 am)
The unfinished CE to MIT port has that level of support for Bullet, as well as the Physics Constraint resource. I've finished porting all of the cumalative Bullet (and PhysX) changes we have in the CE, I just didn't include any example shapes.By the way, that which is shown in the video and what is usuable in the CE doesn't give you a boat, its a simple box that floats, an example phsyics object that can bounce and/or roll, and be destroyed. You have no direct control over it.
#4
@ahsan: Should I unzip the zip into my project or the game source?
@michael: Does the CE use the latest bullet now? Anyway after updating the CE, could I simply copy my project over/into? What about the resource link above, would I need to do those described steps with each update?
Yes, for a boat I'd need later also control over it.
Thanks again
10/18/2012 (1:03 am)
Thanks@ahsan: Should I unzip the zip into my project or the game source?
@michael: Does the CE use the latest bullet now? Anyway after updating the CE, could I simply copy my project over/into? What about the resource link above, would I need to do those described steps with each update?
Yes, for a boat I'd need later also control over it.
Thanks again
#5
You don't have to use the entire CE branch - which is unfinished. From the master branch you can compare the total changes for the physicsmod branch and see the individual commits -- all other named branches are individual feature transition branches. All commits on the physicsmod branch are cumulative with some later commits depending on work done in previous ones.
Using RigidBody physics you can fake a boat using the HoverVehicle class. I haven't looked into it in detail but it is possible to convert/duplicate any of the vehicle classes to use Bullet/PhysX in place of the RigidBody physics. You would need to figure out some method of keeping this new vehicle confined to water - probably a forward looking raycast that stops the vehicle within proximity of land.
10/18/2012 (7:53 am)
Yes, the CE includes the latest (stable) build of Bullet. It also includes the Resource mentioned above. The MIT compatible port has every physics related change we have done in the CE. Physics mods and updated libraries are only a small part of the total project.You don't have to use the entire CE branch - which is unfinished. From the master branch you can compare the total changes for the physicsmod branch and see the individual commits -- all other named branches are individual feature transition branches. All commits on the physicsmod branch are cumulative with some later commits depending on work done in previous ones.
Using RigidBody physics you can fake a boat using the HoverVehicle class. I haven't looked into it in detail but it is possible to convert/duplicate any of the vehicle classes to use Bullet/PhysX in place of the RigidBody physics. You would need to figure out some method of keeping this new vehicle confined to water - probably a forward looking raycast that stops the vehicle within proximity of land.
#6
yes.someone also did this.there is a old thread where it was discussed a little bit plus a video of successful implementation.
although he then moved to triton's water solution.
do a search on this.
that thread will save your time.
10/22/2012 (10:01 pm)
"Using RigidBody physics you can fake a boat using the HoverVehicle class"yes.someone also did this.there is a old thread where it was discussed a little bit plus a video of successful implementation.
although he then moved to triton's water solution.
do a search on this.
that thread will save your time.
michael
http://www.youtube.com/watch?v=4e2CfsH9FVQ
Thanks