Game Development Community

Damaged by debris

by gamer · in Torque Game Engine · 06/08/2006 (3:21 pm) · 3 replies

In torque is it possible to be damaged by the debris flying out from an explosion?
any details are appreciated!

#1
06/08/2006 (4:34 pm)
Realistically, no. The debris is only part of (and intended to be) a client side effect. Actually keeping networked collisions and physics for all the debris objects would be death. They're the same class used for shell casings too I think. Maybe if you had like, really big pieces of stuff, you could just spawn projectiles or items or something to use as "debris" that could damage people.
#2
06/08/2006 (4:55 pm)
Thanks for the explanation. So debris does not actually collide with anything, right? suppose I want to simulate a canister with lots of ball bearings inside, so that it explodes and all the balls flying out. is this possible? the projectile would have to shoots out 100+ projectiles upon impact.
#3
06/15/2006 (2:51 am)
Gamer,

Debris can be rendered as either a 2d or a 3d shape.. the new shape can have its own properties.. it can spin, slide, fall, bounce, collide and even explode... which can create even further debris.. rinse/repeat to infinity...

You can also turn debris into a static shape and let it remain in the world. (regular debris can only last 1000 seconds).

With this in mind.. Paul is correct in that explosions are handled via the client and debris is part of explosions... but with debris being created through new datablocks.. you shouldn't have network issues if handled correctly.

edit:
As far as your canister bomb is concerned.. you may want to search the resources for shotguns.. there are a couple of good resources using raycasts.. but a simpler idea is just use radiusDamage and simulate the effects of shrapnell.. there are several good grenade resources too.