Rope physics
by Roshan Kuriyan · in Technical Issues · 09/07/2006 (10:54 pm) · 3 replies
Hi all,
I am planning to make fishing game ,in that i need to implement rope physics for the fishing rod.So can anyone kindly tell me whether torque suports such features,Is there any readily available methods or tutorials?kindly give more information/advice in this regard.Thank you.
I am planning to make fishing game ,in that i need to implement rope physics for the fishing rod.So can anyone kindly tell me whether torque suports such features,Is there any readily available methods or tutorials?kindly give more information/advice in this regard.Thank you.
#2
Thanks for your very quick reply & sorry for my very late reply(didnt find time),the resources which you point seems unclear to me(where to add) & it uses openGL ,But I'm using TSE, hence I need them to be compatible with directX ,So Pls can any one point me to the right direction?,Thanks in Advance.
09/11/2006 (7:38 pm)
Hi Carlsson,Thanks for your very quick reply & sorry for my very late reply(didnt find time),the resources which you point seems unclear to me(where to add) & it uses openGL ,But I'm using TSE, hence I need them to be compatible with directX ,So Pls can any one point me to the right direction?,Thanks in Advance.
#3
Don't know much about how TGE/TSE handles DirectX/OpenGL.
I was under the impression (at least for TGE) that it is seamlessly interchangable, e.g. OpenGL calls would be translated in to DX calls.
A TSE compatible version of Melv's fxRenderObject would be a good place to start I guess. You have to ask about that on the TSE boards.
Anyway all of the draw logic in Cloth Physics needs to be replace anyway, the good parts that you could use is the physics simulation and maybe the network code (if it needs to be networks I doubt that).
Cheers,
Johan
09/13/2006 (1:05 am)
Hi Roshan,Don't know much about how TGE/TSE handles DirectX/OpenGL.
I was under the impression (at least for TGE) that it is seamlessly interchangable, e.g. OpenGL calls would be translated in to DX calls.
A TSE compatible version of Melv's fxRenderObject would be a good place to start I guess. You have to ask about that on the TSE boards.
Anyway all of the draw logic in Cloth Physics needs to be replace anyway, the good parts that you could use is the physics simulation and maybe the network code (if it needs to be networks I doubt that).
Cheers,
Johan
Torque Owner Johan Carlsson
But you could have a look at the Cloth Physics resource
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8942
which implements the Verlet Integrator for Cloth Simulation from the Advanced Character Physics article
www.gamasutra.com/resource_guide/20030121/jacobson_01.shtml published on Gamasutra.
Making a ropes would be similare to making a cloth with 1xM vertex.
The Cloth Physics resource isn't a finished product but a good start.
If your willing to pay for my time, I'm available to help out :-)