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Creating a Lego Builder style 3D architectural visualisation

by Peter Key · in Torque 3D Beginner · 08/14/2013 (8:32 pm) · 4 replies

Hi All,

I am a newbie just researching a suitable platform on which to develop a solution that will have a small library of 3D "octapod" octagonal room type units and allow a user to "click" these together to form a building structure, roof spaceframe steel structure or similar.
I am reviewing Torque 3D to ascertain if it has the inherent functionality to be able to easily achieve this and create a "game" that allows users to do this. I imagine a constraint system would be necessary to constrain how these 3d Lego building blocks can click together, and I will also need some form of rule engine to be able to define what can and cannot be done in terms of the size or configuration of the final building constructed from these bricks.
Can anybody give me a high level overview of Torque 3D applicability for this task and, if applicable, a cheat sheet on how to make a fast start on it! Unfortunately I am time poor, and would really appreciate any help for a quick start!

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#1
08/14/2013 (8:50 pm)
"will have a small library of 3D "octapod" octagonal room type units and allow a user to "click" these together to form a building structure, roof spaceframe steel structure or similar."

very much possible. for testing u can try out with world editor.
if u do not have 3d model then can try with this pack:

http://www.garagegames.com/products/modern-cityscapes

every building was based on what u said
" "click" these together to form a building structure, roof spaceframe steel structure or similar."

by mixing building parts with one another u can create variations.
+u can enter every one of them.

for game u just have to copy paste(+some slight modifiction) some of the code from world editor to your game script.

+ u will have to have rts type camera and mouse control.
there is a rts tutorial .look into doc.



at the end,yes,it is possible.

[edit]
"e to define what can and cannot be done in terms of the size or configuration of the final building constructed from these bricks"

that is also possible.but i think it will need some c++ side code change.
#2
08/14/2013 (9:07 pm)
Thanks for the quick response! Really appreciate it.
Can I then confirm:
1. Constraints that would make one shape "click" or "stick" to another are coded within the world editor, and I can just copy and paste (with some modification) into game script?
2. "Rules" that say for example that you cannot have more than 10 blocks in a row etc would need to be specifically coded in C++?
3. Within the "game" the user would be able to select these blocks and build his structure?

Thanks.... :)
#3
08/14/2013 (10:00 pm)
"1. Constraints that would make one shape "click" or "stick" to another are coded within the world editor, and I can just copy and paste (with some modification) into game script?"

"Within the "game" the user would be able to select these blocks and build his structure?"

i think so.not tested yet.may be rts tutorial already have some alternatives.i did not finish the tutorial.so not sure about tutorial.

""Rules" that say for example that you cannot have more than 10 blocks in a row etc would need to be specifically coded in C++?"

for counting block u do not have to go into c++.u can do that in script
but for measuring size(collission box)u will need to expose some c++ side code to script.2/3 lines of code.
#4
08/14/2013 (10:52 pm)
There is a mounting system based upon SceneObjects I believe. This allows mounting to another object at an arbitrary offset and orientation. For this system you will have to write your constraint system and could do a lot of it in script.

If you want physics constraints you will have a head start using either the Bullet physics engine or the Physx NVidia physics engine. I don't know if, or how many of their constraint systems are already in T3D.

Those two systems are separate I think. Someone who is a physics guru can step in here to clarify if I am thinking wrong.

The only person who can really answer the question of T3D working for you is you diving in and seeing if there is enough there to do what you want. The groundwork is there, but there is no way we can tell if this is "fast enough". A lot of that will be dependent upon your skills in C++, physics, and Torque Script (similar to C/C++). I think it can be done, but I don't know your timeline.