Game Development Community

Torque 3D Game Engine Physics

by Stefan Caplat · in Torque Game Engine · 11/20/2005 (10:17 pm) · 3 replies

Dear Torque Community,

I am currently trying to learn torque, i have bought the book 3d game programming all in one, i am pretty much getting the hang of this engine.

But the problem i am having is i can't find anything about physics in this book, so i need people to help me out here or point me in the right direction.

here is what i want to do, i want to create 1 box in milkshape, export it out in DTS, import it in torque, stack 20 or 50 boxes up, hit my tab button so i see my character, then when i hit the boxes they al fall like cereal boxes stacked at a grocery store.

Do i have to modify something in torque to do or are there scripting commands for this?

thanks

#1
11/20/2005 (10:37 pm)
You can use the rigid body mod (search the resources) but you won't be able to get 20 or 50 stacked up. They are very slow rigid bodies. I think there are some ODE and Novodex inclusions around but without a physics lib like one of those you're pretty not going to do anything like that. I think at most I was able to stack 3 boxes on top of each other and they were very glitchy and slow on an Athlon 64 processor.
#2
11/20/2005 (11:29 pm)
ODE doesn't stack boxes very well either, I ended up using Tokomak in a blit3d prototype game I have been playing with. I'm really interested in any physics libs that work with torque for a couple of prototypes I'm considering porting.

I havent seen anything avaliable in the public forums yet, are there any existing ODE resource in the Pvt owners forums. My programming with C++ is pretty limited so unless its a simple cut and pasted/compile in VC7 I'm a bit hesitant to purchase TGE at this point.

been playing with tokomak and ODE, and tok has some built in networking functionality which has been pretty good for networked MP physics so far, 2 player vehicles, 1 AI vehicle and 100 rigid blocks use 0.3 - 200kbs of bandwidth depending on how much physics and collisions are going on.

Mostly posted to find out if there are any prebuilt physics lib implementations readily avaliable to the community or not.
#3
11/21/2005 (7:35 am)
If you're looking at multiple platforms, check out Newton.

EDIT: Fixed my bracketing