Game Development Community

Physics Integrator in Torque

by Demolishun · in Torque Game Engine · 09/20/2005 (6:28 pm) · 3 replies

I could have sworn that I asked about this on Sunday, but I must have thought I posted it and did not.
Anyway, is the physics integrator in Torque a Euler integrator? Has anyone tried throwing RK4 in there? I read an article that talked about how RK4 is generally more stable and does not lose accuracy as quickly as a Euler version. This was a game development article and I was curious as to what Torque uses. I found some code snippets on RK4 and I was thinking of experimenting with this.
I have been playing with the physics of a hover vehicle to try and understand how it all works. I was able to get a spring with dampening working to control height against gravity. I also swapped that out and used a PID loop to get a similar effect. I am planning on changing the drag to get more snappy response. For now I am just playing. I hope to create a vehicle that will be fun to drive for a game I want to make. Basically, it would be a very simple terrain follower with enough physics to send it tumbling once in a while.

Thanks,
Frank

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
09/21/2005 (5:04 am)
I'd love to see the results of an RK4 integrator!
#2
09/21/2005 (5:15 am)
So would I! Please share your results with us. Thx!
#3
09/21/2005 (9:14 pm)
I take it nobody else has tried. When I start working on it I will keep you posted of updates.