Game Development Community

#21
06/08/2005 (11:51 am)
"Test integration", bwaha.

I love how easy torque makes certain classes of things. To build this, you literally just add it to your project, and that's the end of it. I'm kinda scared by the macro voodoo that's involved in this, but It's *really* cute that I can just add a ConsoleMethod() to C++ code, and somehow when the object code gets linked it actually becomed available.

Actually, I'm kinda filled with fear over the whole thing, but since it works, I don't care :-)

Gary (-;

EDIT: Also, before you try this out, make sure you drop me a shout [in here, or email], and I'll make sure you have the very latest version. It's kinda in a permanant state of flux at the moment.
#22
06/08/2005 (12:01 pm)
Well by test i mean add your stuff and then try to create some of the physics interactions we're looking for (ropes, player picking up, pushing, & pulling objects, etc). Since we're a single player game i worry that the client-server setup will make things more difficult than they should be. This thread is marked... so i'll be keeping a close eye on it. =)
#23
06/14/2005 (4:58 am)
Great stuff Gary, I'll be keepin a close eye on this thread and your ODE integration, i see you plan on having this directly added to the SDK which should be such an advantage for many a user. I've not tested this yet but i plan to over the next week or so, so this is just a little posting for you to say thx for you continuation and work with TGE & ODE and any updates to come will be of great use/need.

Applause for you sir.
#24
06/14/2005 (10:59 am)
Archies: Thanks!

Hoenstly, I don't see this ever being added to the official SDK, but I'm certainly working on it so that it requires the bare minimum of effort to do it yourself. Instructions are still "just add this to your build, no other source modifications necessary", and in my ideal world, it'll continue to be that.

Gary (-;
#25
06/17/2005 (5:27 pm)
icculus.org/~chunky/stuff/odescript/odescript-2005-06-17.tar.gz

I've replaced all the SimObjects with GameBases. Among other changes:
1) It now freely networks [nothing clever right now, so don't bother trying it]
2) Ticks automatically [no more function tickode() { dostuff; schedule(tickode) }]
3) Understands TGE ShapeBases, including understanding torquish transforms.

If I create an object in ODE in TGE, it gently floats down [and through] the ground.

Gary (-;

EDIT: After two minutes of perl, there's also this:
icculus.org/~chunky/stuff/odescript/methodlist.txt
#26
06/30/2005 (12:32 pm)
Hey Gary,

Are you using t2d/tge's collision or are you going with opcode/ode's collision?
#27
06/30/2005 (1:10 pm)
Heh. "Yes."

Currently, I'm using T2D/TGE's collision.

T2D's collision is perfectly sufficient for the job [excepting that whole depth thing... see above :-)].

TGE's collision... well, we'll have to see. Lots of people seem to have run into problems with TGE's collision, but so far I've not run into problems. Then again, I haven't properly got TGE collisions working at all yet, either, so it's a little moot...

Gary (-;
#28
07/15/2005 (10:33 pm)
To reflect the latest plan here: www.garagegames.com/blogs/20342/8256
Here's some code: icculus.org/~chunky/stuff/odescript/odescript-2005-07-15.tar.gz

I've been going a little slow recently, due, to, uh, something that involves Blizzard. Which kinda sucks.

Gary (-;
#29
07/16/2005 (4:35 am)
Nice.
Will you apply some forces on the player, wich pulls or pushes him when hit by some heavy object?
By the way, nice work. I hope to see it complete some day.

Bye, Thc.
#30
07/16/2005 (9:29 am)
THC: Yeah, it'll be on my list of stuff to do.

Gary (-;
#31
07/16/2005 (11:23 am)
Hey Gary... just wanted to chime in here and say "Great stuff!" and "Keep going!". I've been lurking on the thread for a while now... ;-)
#32
07/16/2005 (4:23 pm)
Eddie; Thanks! I'm still working on it. Damn you, warcraft.

Gary (-;
#33
07/19/2005 (11:32 pm)
icculus.org/~chunky/stuff/odescript/PhysicsUI.mov

Nothing particularly new, but a cute little toy nonetheless. It has been four days since I posted anything of interest, after all.

Gary (-;
#34
07/20/2005 (6:55 am)
:-(

Can't get to the site, Gary.

Did that "Blizzard" take out your site? ;-)
#35
07/20/2005 (11:11 am)
@David: icculus.org has been misbehaving a little recently, I think. Try again later ?

Gary (-;
#36
07/20/2005 (11:33 am)
Yep... I'm seeing a "connection refused" when trying to contact icculus.org myself...
#37
07/20/2005 (12:36 pm)
Should be working right now. icculus.org/~chunky/stuff/odescript/PhysicsUI2.mov is a slightly new & improved version.

Gary (-;
#38
07/20/2005 (1:51 pm)
Very cool Gary!
#39
07/20/2005 (2:32 pm)
@Eddie: Thank-you!

Gary (-;
#40
07/20/2005 (4:06 pm)
The connection worked and I was able to download.
Great stuff Gary.

Have you thought about a visual editor to make the physics process easier, such as KODE
KODE does export c++ code. I don't know how easy it would be to mix in with Torque.