Can I?
by Firas · in Torque Game Engine · 12/26/2004 (11:11 am) · 8 replies
Can I implement an BSP inside Torque?
I know there is .dif files and it's similar to BSP, but no I need to implement a new interios with a bsp that can support the things that can't .dif files do.
like CSG or doors and elevators or ... etc.
so my question is it possible to do this ? did somone try this before and found that this thing can't be implemented on torque?
regards
I know there is .dif files and it's similar to BSP, but no I need to implement a new interios with a bsp that can support the things that can't .dif files do.
like CSG or doors and elevators or ... etc.
so my question is it possible to do this ? did somone try this before and found that this thing can't be implemented on torque?
regards
About the author
#2
I have the BSP information and what I need now to know?
from what part on the TGE I should start to implemnt this system??
where exactly should I start reading to do that?
what I mean exactly is: where should I start implementing the bsp code??
I check the documentation :
http://www.garagegames.com/docs/torque.sdk/engine/
and I found that the interiors is exist just under the 3D rendering part so is this the place where should I start implement the BSP?
12/26/2004 (12:20 pm)
Thanks ericI have the BSP information and what I need now to know?
from what part on the TGE I should start to implemnt this system??
where exactly should I start reading to do that?
what I mean exactly is: where should I start implementing the bsp code??
I check the documentation :
http://www.garagegames.com/docs/torque.sdk/engine/
and I found that the interiors is exist just under the 3D rendering part so is this the place where should I start implement the BSP?
#3
I'd suggest reading over the existing pathed interior code, looking at the various resources that exist on the subject, then seeing what you have to do to meet your needs...
12/26/2004 (12:38 pm)
Actually, not only is it possible, but it's been done (see MarbleBlast). The code was partially migrated over to TGE, which is why there is a partial implementation in the engine... One of my goals for 1.4 is to get that code fixed up a bit. ;)I'd suggest reading over the existing pathed interior code, looking at the various resources that exist on the subject, then seeing what you have to do to meet your needs...
#4
I will start to try implementing a bsp and I hoppe I can do somthing here, my bsp code is almost ready, I have no problem for that.
what I need here is some support for the TGE code, I will start reading the patherd interior but I think It's differant than implementing a new BSP system.
anyway It's a good starting point, I will start and check whats happen wth me and update you guys about any new things/problems I have.
12/26/2004 (11:34 pm)
Thanks ben I will start to try implementing a bsp and I hoppe I can do somthing here, my bsp code is almost ready, I have no problem for that.
what I need here is some support for the TGE code, I will start reading the patherd interior but I think It's differant than implementing a new BSP system.
anyway It's a good starting point, I will start and check whats happen wth me and update you guys about any new things/problems I have.
#5
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3217
It teachs you how to setup a renderable object using your own code to render the object.
12/27/2004 (12:12 pm)
Since you basically want to implement a new renderable, collidable object class in Torque, you should check out this resource:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3217
It teachs you how to setup a renderable object using your own code to render the object.
#6
12/28/2004 (10:12 pm)
Thanks alot this will really help.
#7
prepRenderImage( SceneState* state, const U32 stateKey, const U32 startZone,const bool modifyBaseZoneState)
01/01/2005 (6:18 am)
Ok I start studing the fxRenderObject and compaire it with interiorInstance.cc to know how can I implement my BSP code, but I found a lot of thing need to be cleared for me before I can start, so for now I wont to understand one thing what is the below function do?prepRenderImage( SceneState* state, const U32 stateKey, const U32 startZone,const bool modifyBaseZoneState)
#8
01/01/2005 (2:27 pm)
PrepRenderImage registers RenderImages with the scenegraph. These are then processed, then passed back to the object's renderObject method when it comes time to render them. Have you read the Torque Engine Reference yet?
Torque Owner Eric Lavigne
Yes it's possible, and someone has come close.
I suspect you can find more information about this in a resource or in an old forum thread.