Torque and ODE
by Andy Hawkins · in General Discussion · 05/10/2005 (11:28 pm) · 3 replies
I've heard that some guys are adding ODE to Torque. Any idea when this will happen or is it available already? Expansion pack maybe?
Andy H.
Andy H.
#2
- Ragdoll?
- Mesh to mesh?
I guess I could rigg the game to work out single player ODE stuff... not sure.
So ODE is in Torque already yeah?
05/11/2005 (12:02 am)
So does Torque have any collision detection system built in if I wanted to use the multiplayer part of it?- Ragdoll?
- Mesh to mesh?
I guess I could rigg the game to work out single player ODE stuff... not sure.
So ODE is in Torque already yeah?
#3
There is also an add-on pack that will allow you to implement ragdoll animations (note, it does not give you ragdoll physics, but does allow for ragdoll-style effects for your characters during death sequences, etc.), and finally a community member that has implemented ODE physics for single player games, and is working through the many issues with a fully networked ODE physics model (it is not trivial!).
Long story short, Torque has an excellent physics implementation that "just works" for quite a large variety of needs, and which of course can be modified or re-implemented for even more accurate physics models if you have the skill and resources to do so.
I highly suggest you download the TGE 1.3 demo, and spend a good amount of time stepping through the FPS and Racing demo modes, as well as look at the scripts behind the demo, and you'll get a good feel for what TGE does "out of the box".
05/11/2005 (12:19 am)
Torque has a pretty effective collision system, which includes a finely detailed collision for interior (.dif, derived from .map formats, which require convex only primitives), as well as full collision for .dts shapes as well (which have fewer restrictions on the shape makeup, but less accurate collision). It also has a well-tuned impulse and gravity physics model crafted specifically for FPS style games, and finally an excellent vehicle collision system and physics model allowing for a very flexible and configurable environment.There is also an add-on pack that will allow you to implement ragdoll animations (note, it does not give you ragdoll physics, but does allow for ragdoll-style effects for your characters during death sequences, etc.), and finally a community member that has implemented ODE physics for single player games, and is working through the many issues with a fully networked ODE physics model (it is not trivial!).
Long story short, Torque has an excellent physics implementation that "just works" for quite a large variety of needs, and which of course can be modified or re-implemented for even more accurate physics models if you have the skill and resources to do so.
I highly suggest you download the TGE 1.3 demo, and spend a good amount of time stepping through the FPS and Racing demo modes, as well as look at the scripts behind the demo, and you'll get a good feel for what TGE does "out of the box".
Associate David Montgomery-Blake
David MontgomeryBlake