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Tge, Tse And Ode

by Anthony Clay · in Torque Game Engine · 11/14/2004 (1:41 am) · 13 replies

My studio is working on a game that would benefit from ODE's trimesh support - has ODE been integrated into TGE (multiplayer) successfully? If so, is there documentation available that could point out how to do it (or point in the right direction). Additionally, how about ragdolls?

I found a few threads that showed ODE is at least functional, but I'm not at all sure how well trimesh support works., especially against the terrain engine. Also, what about IF/FK animation? (I'm just a can o' questions today, I know.) We've pretty much decided to purchase torque no matter what (I'm already using CERDIP's book on my own.)

Thank you, and Kudos for the awesome engine!

Anthony

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#1
11/14/2004 (1:48 am)
Try http://www.garagegames.com/mg/forums/result.thread.php?qt=8201
#2
11/14/2004 (9:42 am)
Last time I tried, trimesh didn't seem to work. Most of the ODE resources just use Torque's collision code, which is pretty fast and accurate, and already 100% integrated. Much simpler. :)
#3
11/14/2004 (10:43 pm)
Can you elaborate on the integration statement Ben? I never heard anything about ODE being a part of Torque as is.
#4
11/15/2004 (1:11 am)
Basically, instead of using the ODE collision detection (which only works with primitives such as spheres, boxes etc, or Trimesh objects) you can (and people have) use the Torque collision detection, which as Ben said is already in there. Its the same collision detection that the player, shapebase, terrain, vehicles, etc use in Torque at the moment. The collision info can then be fed into ODE for simulation, which is what Pascal did on the ODEItem resource.

Its simpler this way and you dont need trimesh support (because thats just collision detection, which didnt work when I tried, whereas Torque's already does).

Alternatively you can use the Rigid shape resource that was released. It uses the same physics code that the vehicles use I think. Thats an alternative.
#5
11/15/2004 (5:13 am)
I posted in the other forum that what I really want to do is let certain animations go off depending on where my charcter was hit. I don't know if I would need ODE for that or not. All I do know is that I don't know how to pull that off.
I would like it better if it was more of an exact thing. I really need to know more about this stuff but I don't know where to start when collision is involved.
I'll keep on looking.
#6
11/15/2004 (6:06 am)
Has anyone tried novodex with tge?
#7
11/15/2004 (10:15 am)
@Charlie: That sounds like more of a job for better collision handling logic than ODE... ODE just lets you have objects that move according to some notion of physics. If you want specific animations that's a different problem.

@Kenneth: Yes, it seems to work great, but it's not crossplatform.
#8
11/15/2004 (11:27 am)
Ben is there any info about how to go about intergrating it in , asked on the novodex forum and got little info back

regards
Kenneth
#9
11/15/2004 (2:21 pm)
Not really, unless there's an official resource. GG is very focused on cross platform development, so we tend not to focus as much on single platform solutions.
#10
11/16/2004 (2:14 am)
Ben,
I've learned that since the last post.

I believe this still relates though since some of the animations that occur will be because of objects hitting the player and such. It would be nice to give those objects some natural fall, bounce etc... Off the player after they hit him.

Am I correct to assume that would be something that I would want to have ODE for?

I am thinking the Rigid Shape resource might be a good idea since I really don't need that much control.

Anyone have any better Ideas? I really appreciate the help
#11
11/16/2004 (12:50 pm)
@Charlie, maybe you're better off with defining hitboxes and firing the appropriate animations. Here's one resource and I bet there are more out there.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6538
#12
11/16/2004 (12:56 pm)
That's actually a bit more helpful than trimesh, and seems to be a bit faster.
#13
11/17/2004 (1:56 am)
Hey Paul, thanks for the link!
I am still reading through it and I don't really see any mention on if it works on multiplayer or not.
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