Pause gameplay?
by Jaimi McEntire · in Torque Game Engine · 06/28/2005 (7:27 pm) · 3 replies
Is it possible to pause gameplay, but keep the world rendering? I'd like to stop the world in it's tracks (animations, particles, etc) while the player accesses some popup menus (chooses spells, looks through inventory, etc).
#2
07/05/2005 (12:43 am)
That is great, absolutely mahvelous. had no idea that was in there. seemed to work properly for everything except the sway on my foliage.
#3
For instance, one might have a rootClock which ALWAYS was at real time, and that the physics clock might be driven by this (and, in case you wanted to speed up the sim, could have a speed factor != 1.0). In case one wanted to have the action "freeze" but not lose mobility of a free-wheeling "Matrix cam", one could simply have its update cycles drive not by the simClock (which has been set to speed=0), but by the unaltered rootClock.
A fairly simple idea, but one which could support any variety of such notions.
tone
07/06/2005 (6:57 am)
There was a neat paper at GDC about having a tree of clocks for a game which would offer great flexibility in areas like this.For instance, one might have a rootClock which ALWAYS was at real time, and that the physics clock might be driven by this (and, in case you wanted to speed up the sim, could have a speed factor != 1.0). In case one wanted to have the action "freeze" but not lose mobility of a free-wheeling "Matrix cam", one could simply have its update cycles drive not by the simClock (which has been set to speed=0), but by the unaltered rootClock.
A fairly simple idea, but one which could support any variety of such notions.
tone
Associate Edward F. Maurina III
Roaming Gamer LLC
$TimeScale =0; This pauses everything except your GUIs. You won't be able to move the camera.
When you're done, put it back to 1.
Please let us know how this turns out for you or if you come up with a better option.
EdM|EGTGE