Wow!
by bentgarney · in Torque Game Builder · 03/04/2005 (3:21 pm) · 4 replies
#2
Definitely looking forward to the integrated netcode and a shot at porting this game from my engine to T2D.
*goes back to mucking around with T2D*
03/05/2005 (1:15 am)
Heh, yeah, I dig the swept polygon collisions. The default collision included with ODE (this would be OpCode) I believe was discrete. I had a thin object (bat) swinging at a potentially fast moving object (ball) and was getting either tunnelling (no collision) or really high interpenetration which would make the constraint solver go mad! If you did it just right you could hit that ball approximately 5 miles. Not exactly what I was going for. : )Definitely looking forward to the integrated netcode and a shot at porting this game from my engine to T2D.
*goes back to mucking around with T2D*
#3
03/05/2005 (4:45 am)
See, now i'm really scared :S
#4
Thanks Robert. Yeah, Melv and I put *a lot* of thought into the collision system, and it feels good to have easily one of the best collision detection systems in any commercial engine. And the default collision response is one of the best out there too! :) Havok, Karma, ODE, eat your hearts out! ;) (Of course, this is all easier in 2D, so I'm really not trying to brag on them... I'd love to port this stuff up to 3D though. If only there were more time.)
03/05/2005 (10:33 am)
*hides in corner*Thanks Robert. Yeah, Melv and I put *a lot* of thought into the collision system, and it feels good to have easily one of the best collision detection systems in any commercial engine. And the default collision response is one of the best out there too! :) Havok, Karma, ODE, eat your hearts out! ;) (Of course, this is all easier in 2D, so I'm really not trying to brag on them... I'd love to port this stuff up to 3D though. If only there were more time.)
Associate Melv May
Out with the old, in with the new!
- Melv.