How linked objects work together?
by Steve De George · in Torque Game Builder · 09/16/2005 (8:56 am) · 3 replies
I'm new to this so sorry. :)
I've read through the basic tutorial and I'm currently completing (with the 1 hour a day a i get to do this between work and wife...) the tutorial.
My question is on attaching sprites to other sprites with the link points. If you're moving a sprite around that has a whole bunch of objects attached to it, are you going to see a sort of pulling effect where the main sprite has moved during a frame render and others are catching up? Or are you doing all the movements and calculations before you do the rendering?
Thanks!
I've read through the basic tutorial and I'm currently completing (with the 1 hour a day a i get to do this between work and wife...) the tutorial.
My question is on attaching sprites to other sprites with the link points. If you're moving a sprite around that has a whole bunch of objects attached to it, are you going to see a sort of pulling effect where the main sprite has moved during a frame render and others are catching up? Or are you doing all the movements and calculations before you do the rendering?
Thanks!
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#2
09/17/2005 (10:08 am)
@Steve- try it out- create a bunch of sprites and mount them in a chain. Play with the mount settings. T2D is very smooth there will be no jerkiness. However there is no advanced physics on the mounted objects- it will not crack like a whip or exhibit centrifugal forces.
#3
09/17/2005 (11:52 am)
Be advised there was a slight bug in the original 1.0.0 release of T2D that prevented the lag option of mount() from working properly. So, your objects would lag behind a frame or two, even if it was set to zero lag. That's been fixed in 1.0.2 however.
Torque Owner Philip Mansfield
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When you mount sprites to each other, you can choose the amount of 'lag' involved when the parent moves. Things can be strictly tied together as if a solid bar is running between them, or there can be some delay so the child object then plays a bit of catch up with the parent.
Give the 2D shooter example a go, and have a look at how the multiples act when attached to the playership.