Torque 1.4 Phisics engine
by Stefan Caplat · in General Discussion · 11/28/2005 (2:28 am) · 4 replies
Hi does anybody here have any idea of what the physics engine in 1.4 can do, and how the heck you use it. I recently downloaded the demo and there are dynamic commands i can add in the world editor. anybody know specific commands and where i can find a resource for this.
I'd greatly appreciate it.
Also is there a way to mess with the camera in the engine? just wondering.
I'd greatly appreciate it.
Also is there a way to mess with the camera in the engine? just wondering.
About the author
#2
I'm also looking to destroy objects, like a box for example or a barrel, and have an item hiding inside.
11/28/2005 (10:52 pm)
I want to know how to work with the current physics engine, without alteration of the source code, i want to make a puzzle and have the player move a bunch of items in the room to trigger a new path. I'm also looking to destroy objects, like a box for example or a barrel, and have an item hiding inside.
#3
11/28/2005 (11:24 pm)
Rigid body physics is something that would work for the items being pushed about and it is built into Torque. Have you considered picking up a copy of both of Ken Finney's books?
#4
If you wanne do physics without an external physics engine
the way as far as I know is toat least compile in the [a href="http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5495"]Rigid Shape Class resource[/a].
The RigidShape is a item that has a DST shape and physics behavior.
If you want to break object you need to be able to put objects together first,
too my knowledge this functionality isn't in the engine to start with, but I suggest
you have a look at the [a href="http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9093"]Attachable SceneObjects in Hierarchical Coordinate Spaces[/a].
What I have been thinking of doing (when ever I get the time) is to make a Rigid Container object
that holds sub items. It doesn't have a viewable shape of it self but only views the sub items.
The sub items could "unmount", e.g. fall off, explode or what ever, when they would become rigid
shapes of the there own, e.g. fly of and fall to ground etc.
While mounted the the items wouldn't react to physics, only the Container would.
The container also could mount object that are inside them (the hiden item), not just boundary items (for instance the walls of a crate).
PS. Off course you probably don't have to do you game with this kind of solutions, there is probably other ways, but this is how I would do it :-)
PSS. If I had time I'd love to work on this, if anyone wants to pay me I have probably time in Q1 2006 ;-)
11/29/2005 (1:11 am)
(All of my suggestions imply that you compile stuff or even start coding in C++, I you haven't considered doing this I strongly suggest that you do. After all isn't it a great oppotunity to learn (more) C++. It is for me :-)If you wanne do physics without an external physics engine
the way as far as I know is toat least compile in the [a href="http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5495"]Rigid Shape Class resource[/a].
The RigidShape is a item that has a DST shape and physics behavior.
If you want to break object you need to be able to put objects together first,
too my knowledge this functionality isn't in the engine to start with, but I suggest
you have a look at the [a href="http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9093"]Attachable SceneObjects in Hierarchical Coordinate Spaces[/a].
What I have been thinking of doing (when ever I get the time) is to make a Rigid Container object
that holds sub items. It doesn't have a viewable shape of it self but only views the sub items.
The sub items could "unmount", e.g. fall off, explode or what ever, when they would become rigid
shapes of the there own, e.g. fly of and fall to ground etc.
While mounted the the items wouldn't react to physics, only the Container would.
The container also could mount object that are inside them (the hiden item), not just boundary items (for instance the walls of a crate).
PS. Off course you probably don't have to do you game with this kind of solutions, there is probably other ways, but this is how I would do it :-)
PSS. If I had time I'd love to work on this, if anyone wants to pay me I have probably time in Q1 2006 ;-)
Associate David Montgomery-Blake
David MontgomeryBlake