Game Development Community

Custom Physics Engines

by Andres Hernandez · in Torque Game Engine · 07/21/2006 (10:08 am) · 1 replies

I know this has been covered before, but all the info seems to be in the private forums which is why I ask here. How is the support in TGE for external physics libraries like ODE/Newton/Tokamak? What about commercial engines like PhysX. It is my understanding that there is an ODE wrapper/implementation that they used in RocketBowling. How is the performance. More specifically, can any of these physics engines (aside from the built in ones) be used in an online multiplayer game? I would like to use physics for my game, but I am afraid that the network couldn't handle it (say with 128 players on a server). Any advice would help, thanks.

#1
07/21/2006 (10:44 am)
There is nothing by default really. You have to add it. Torque has the ability to do rigid physics with a few changes but stuff like ODE has to be added from scratch. The couple of resources that do it aren't really up to snuff (or so I'm told. I've never worked on the physics stuff).

As for multiplayer physics, I keep reading about problems with server side stuff. Most of the implementations that I've glanced at are client side only. Hopefully someone with more indepth knowledge can provide a little more information.