Game Development Community

Physics / Gravity and al that funky stuff.

by Ian Roach · in Torque Game Engine · 12/03/2001 (6:24 pm) · 1 replies

Hi guys im curious about some possibilities i would like to add to my game and im wondering if there feasable and doesnt require huge amounts of coding.

The first feature is Physics. Im not talking the standard tribes 2 physics (which are quite good ) but more on expanding that for greater functionality. There are a number of physic related things i would like to add but im not even sure if its possible (if so i would need some tutorials :)).

Firstly i want realistic death animations e.t.c all done on the fly by physics ? Is this possible. Im not 100 percent sure but doesnt the game Hitman do this ? I.e theres no predefined death animations its all calculated on teh fly depending on the force of the bullet e.t.c.

If so does this completely rid the need for complex animations . I "think" hitman used Inverse Kinemetics to achieve such results whereas skeletal animation requires predefined death animations. Is this correct ?

This can also be applied to vehicle physics. I would like realistic damage models and driving feel on some of the vehicles i hope to implement and im curious as to what is involved to get all this happening. Some possibilites for vehicle physics includes destruction derby style damage systems (prolly one of the best ive ever seen) as well as flight physics for hovering e.t.c

Can this be done ? and how easily ? Can it also be done on an environmental level. So say Jet engines hovering over a light object like a bin e.t.c will actually move the object ?

I realise this all sounds quiet complex and becuase im new to all this ive got no idea on the effort involved to achieve all this. But its something ive been thinking about for a long time and im just curious to see how feasable this is ?

Sorry about the Long post :)

One last question i have is a mapping question. Im curious how do u get the tribes 2 scripting stuff in mapping. What i mean is Halflife used to have a fgd file i think it was which essentially contained all there scripts (func_breakable e.t.c) does torque do this as well and if so where do i get this ?

Thanks.

#1
12/04/2001 (9:41 am)
Here's a thread where some of the issues are discussed. I hope it helps!