Mass vs density
by John Pritchett · in Torque Game Builder · 05/06/2005 (12:35 pm) · 3 replies
Sometimes it's more convenient to work with a mass rather than a density. The engine uses the collision polygon and the density to derive mass, but this isn't trivial. Would it be possible to allow us to set either the mass OR the density? I assume it's possible to derive the density from a given mass, again using the collision polygon?
It would also be useful to be able to query the mass of an object. This wouldn't replace having the ability to specify a mass directly, but in some cases, having the mass would greatly simplify the process of crunching numbers.
Thanks!
It would also be useful to be able to query the mass of an object. This wouldn't replace having the ability to specify a mass directly, but in some cases, having the mass would greatly simplify the process of crunching numbers.
Thanks!
About the author
Indie developer since 1994, games include TradeWars 2002 (named 10th best PC game of all time by PCWorld magazine), TW: Dark Millennium/Exarch/Dungeon Runners, and Rocketbowl 360. Have worked for Martech Software, 21-6, EIS and Black Squirrel Studios.
Associate Melv May
The method used will change and you are quite correct, you should have a choice.
We'll be adding the ability to set mass directly as well as the inertial moment (these are calculated automatically at the moment). You'll still be able to access the auto-calculation via a new function call that puts it in "auto" mode.
Lots of new stuff to come when the new file-format is in.
- Melv.