Game Development Community

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!

#1
09/16/2005 (9:05 am)
That would depend....

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.
#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.