Advanced time control
by Wombah · in Torque Game Engine · 03/13/2006 (2:49 am) · 2 replies
I'm looking into controlling the passing of time within the game I'm currently planning. I found this thread on the subject, but it doesn't give me the level of control that I want. Now, I'm considering diving into the engine to see what i can do to control time separately for things like animations, physics and input, but first I'd like to see if anyone has already done this and/or thinks this is a can of worms best left unopened.
What I'd like is a play/pause/slow/fastforward button for animations and physics that do not interfere with user input/networking etc. As an example, I'd use this for playing a sequence of a 3rd person rpg in slow motion while the player can still look around with his/her orbitcam and choose actions in realtime. Not sure I'm making myself clear, but if it's any consolation I've gor a clear image of it in my head. :)
edited for correct linking
What I'd like is a play/pause/slow/fastforward button for animations and physics that do not interfere with user input/networking etc. As an example, I'd use this for playing a sequence of a 3rd person rpg in slow motion while the player can still look around with his/her orbitcam and choose actions in realtime. Not sure I'm making myself clear, but if it's any consolation I've gor a clear image of it in my head. :)
edited for correct linking
About the author
#2
So, my next question is what features ppl would like to see in a time-control resource. Not saying I'm going to try to make one, or succeed if I do try. Just trying to get a feel for what different capabilities would be useful, and hence where to start with this.
These are the suggestions I've come up with so far;
Control time for animations
This is already (partially) supported in TSthread::timeScale. Grouping animations together and setting speeds on the whole group might be useful, as well as a global speed for all animations.
Control time for the physics simulation
Haven't looked at this at all so far, but I assume theres a processTick() or similar somewhere that is a good start. Physics sim speed is controlled globally only I would think.
Control time for sounds
Haven't looked here either, but pitching sounds differently seems basic enough. Grouping sounds together same as animations might be useful.
In-game clock
Basically just a clock that slows down/speeds up when the sim does. Allows you to time things as if it were realtime even when sim is running slo-mo e.g. Only interesting if all timecontrol is made globally, if at all.
Script tie-ins for all of the above
03/16/2006 (4:11 am)
I take it no one has done any work with this that they're willing to share and/or no one has an opinion on how complex this would be so I guess I'll just give it a shot myself.So, my next question is what features ppl would like to see in a time-control resource. Not saying I'm going to try to make one, or succeed if I do try. Just trying to get a feel for what different capabilities would be useful, and hence where to start with this.
These are the suggestions I've come up with so far;
Control time for animations
This is already (partially) supported in TSthread::timeScale. Grouping animations together and setting speeds on the whole group might be useful, as well as a global speed for all animations.
Control time for the physics simulation
Haven't looked at this at all so far, but I assume theres a processTick() or similar somewhere that is a good start. Physics sim speed is controlled globally only I would think.
Control time for sounds
Haven't looked here either, but pitching sounds differently seems basic enough. Grouping sounds together same as animations might be useful.
In-game clock
Basically just a clock that slows down/speeds up when the sim does. Allows you to time things as if it were realtime even when sim is running slo-mo e.g. Only interesting if all timecontrol is made globally, if at all.
Script tie-ins for all of the above
Torque Owner Wombah