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Creating moves that perform exact transformations

by David Spuhler · in Torque Game Engine · 08/19/2005 (9:25 am) · 1 replies

I am creating a torque game that feeds output as viewport and distance to obstacles in a certain direction into a program that simulates neural networks.
On the other hand one should be able to feed data from the neural network into the game, i. e. creating moves.
These moves are determined for a certain time interval, so i know for example that in the next 32 ms i want to move 0.05 in x direction and 0.02 in y direction and i want to rotate
my control object 20 degrees...

I could perform such a move by setting a transformation using setTransform(const MatrixF & mat)...
but doing it that way no collisions are detected and handled...

the other thing i tried was to perform the desired move by setting the static move variables in such a way that the result of the resulting moves is the aforementioned transformation.
but this leads to inaccurate transformations...

can anybody help me finding a better solution, i.e. performing exact transformations while detecting and handling collisions....

Thanks a lot!

#1
08/19/2005 (9:43 am)
The stock move object contains X, Y, Yaw, Pitch values (F32s) and the triggers (0 to 9, bools). The stock player takes the X and Y and does some math taking in account runForce and other datablock properties, to determinate a vector that'll be added to other vector (like gravity) to build up the player's velocity. Yaw is used to determinate the current player rotation, and the pitch the up/down look.

So, to get accurate transform, you'll either need to simplify a lot the player's udpateMove function, or write your own new class.