Game Development Community

Calculate distance that crosses the player in meters...

by Corin · in Torque Game Engine · 12/15/2005 (6:22 am) · 6 replies


#1
12/15/2005 (6:22 am)
Well a running player moves at something like 45Mph so no I would say thats probably not realistic.
#2
12/15/2005 (6:59 am)
A person cant normally run at 45mph, its more like 25 at a sprint.
#3
12/15/2005 (8:48 am)
Well... I don't know if this is going to answer your question..

It's all relative and dependant on game specific factors like terrain scale, player scale. There is no meters, there is no spoon.

There isn't really the concept of a real Meter in Torque, just a Torque unit.

So you could say that in your game/app 1 torque terrain unit = 2 meters.
You may want your player to be a giant, and 1 torque terrain unit is 1 mile..

You can then adjust the players walk speed and model scale to a known constant.
#4
12/15/2005 (8:52 am)
Juan,

Jason is quite right. I would use the distance between the wheels of my bicycle as the reference, since you know that. Then convert the terrain distances with that.
#5
12/20/2005 (4:26 am)
Stock Mission area is approx 2.5 Km from end to end if I'm not mistaken.
Therefore drop your player at one mission end then set an eventrigger in the "onleavemissionarea" function, to calculate from the time the player first moves forward to the time the player crosses the mission boundry. You then have all you need to do speed and distance calcs.
S=D/T
#6
12/20/2005 (5:36 am)
I'd flatten the terrian though first or you won't get an accurate reading... different speeds running up hills..