Game Development Community

Fast physics ...

by Jeremy Alessi · in Torque Game Engine · 05/19/2005 (4:52 pm) · 16 replies

- I'm using the rigid shape resource modification.

- I want to stack rigid shapes on top of each other a la Half-Life 2

- I'm not using the physics objects on a terrain, I'm using them on a .dif.

- Integration is set to 10 because the rigid shapes have a tendancy to fall through the .dif if set any lower.

- They might work more accurately on terrains, but I'm not using terrains for my game arenas.

Any clues on how to get numerous ( numShapes > 10 < 50 ) stackable rigid shapes into Torque that don't fall through .difs?

#1
05/19/2005 (4:58 pm)
How do they stack on dts's? You could make an untextured plane and throw it ontop of the dif surface, if they work better .
#2
05/19/2005 (5:06 pm)
Play with collisionTolerance too, it helps. I use 0.25 for my blocks that are rigidShape, and it behaves much nicer than the default of 0.1 and looks exactly the same.

Have you gotten them to stack nicely at all? I ask because when I stacked my boxes they lagged the engine because so many collisions were taking place.
#3
05/19/2005 (5:14 pm)
Yeah I can get them to stack ... but if I have too many it slows down like crazy. I can have 3 stacked up ok but that's on an Athlon 64 2800+ ... it won't work for slower systems. I have the collision tolerance set to .15 ... which works decent. Any more than that and it leaves bit of gap. There's also a resting setting where I think it doesn't check for collisions any more ... if you set that up properly I'd imagine they could rest on eachother with ease.
#4
05/20/2005 (12:21 pm)
Is this in release or debug? Where is the time going in the profiler?
#5
05/20/2005 (1:37 pm)
Release ... I haven't looked at the profiler.
#6
05/21/2005 (1:13 pm)
You oughta. :)
#7
05/21/2005 (1:32 pm)
At the risk of tooting my own horn, that is the reason I did this.

I have watched Matt Fairfax try to do what you are describing. He also experienced terrible slow down and warping of crates back and forth. We didn't profile either, but I'd guess it's in the collision code. :)
#8
05/21/2005 (2:00 pm)
Clark, are you going to release what you've done in some sort of pack?
#9
05/21/2005 (2:12 pm)
Yeah, it's actually one of the major components in the component system.
#10
05/21/2005 (2:25 pm)
Great news! ... will it be avaiable sometime before IGC?
#11
05/21/2005 (2:29 pm)
Ben would be the one to ask about development plan for Torque. All I can say is that when the component system is rolled into Torque, it will include the basic mover and collider components I discussed in my .plan.
#12
05/21/2005 (3:07 pm)
We're hoping to get a "preview" release out sometime after 1.4 ships.
#13
05/21/2005 (3:46 pm)
Great ... so that should be relatively soon right? I'm not in a super big hurry as this is stuff that can be easily integrated as far as I can see.
#14
06/02/2006 (7:42 pm)
Sorry to resurrect such an old thread, but I was interested if there were any more news of the Component System. Has it been shelved, or is it still in the pipeline?
#15
06/02/2006 (8:09 pm)
Heh, yeah I've been waiting for this for a year now. I think we're going to actually see a physics solution at some point if I'm not mistaken judging from a few blogs/threads over the past year.
#16
06/03/2006 (11:41 am)
You can also mabe use mount points to mount each player on top of each other.