Physics for a pinball game
by baylor wetzel · in Torque Game Engine · 10/17/2006 (3:48 pm) · 4 replies
I've just been hired by a game school to teach AI. That part's fine but i'm also teaching one section of a class that teaches Torque. i've moved a fish and whacked some moles but that's about all i know how to do
Our syllabus this quarter calls for the students to make a 2D pinball game in TGB. The previous instructor planned for us to use collision mode Rigid but apparently that doesn't exist anymore. We're using Bounce but the physics looks really off
i hate to ask such a general question but does anyone have any pointers on how to make relatively realistic-looking pinball physics in TGB? Maybe a tutorial somewhere? An option i didn't notice? Maybe i have to bite the bullet and just write the physics code myself?
i promise to read all these forums and try all the tutorials, but for this quarter time is not on my side :(
-baylor
Our syllabus this quarter calls for the students to make a 2D pinball game in TGB. The previous instructor planned for us to use collision mode Rigid but apparently that doesn't exist anymore. We're using Bounce but the physics looks really off
i hate to ask such a general question but does anyone have any pointers on how to make relatively realistic-looking pinball physics in TGB? Maybe a tutorial somewhere? An option i didn't notice? Maybe i have to bite the bullet and just write the physics code myself?
i promise to read all these forums and try all the tutorials, but for this quarter time is not on my side :(
-baylor
About the author
#2
You basically want rigid + send on your balls and clamp + receive on everything else. You will have to tweak mass, friction, restitution, and all that stuff to get the feel you want. Make sure auto-calculate mass/inertia is turned off on your balls. You will also want a constant force on your balls to make them fall ("roll") down the face of the table.
10/17/2006 (4:48 pm)
That's pretty much exactly why it was removed from the UI as far as I understand.You basically want rigid + send on your balls and clamp + receive on everything else. You will have to tweak mass, friction, restitution, and all that stuff to get the feel you want. Make sure auto-calculate mass/inertia is turned off on your balls. You will also want a constant force on your balls to make them fall ("roll") down the face of the table.
#3
-baylor
10/17/2006 (5:19 pm)
Thanks guys. i'm not sure what fields exist for rigid or what normal values would be. Is there a guide anywhere that might give me a starting point?-baylor
#4
And that should be in the docs that came with the engine as well. I do believe they are all also variables that exist on an object by default. Just do a .dump() on any t2dSceneObject and look at it's dynamic fields to find the physics related variables.
10/17/2006 (8:44 pm)
http://tdn.garagegames.com/wiki/TGB/Reference:_t2dSceneObject_Physics_MethodsAnd that should be in the docs that came with the engine as well. I do believe they are all also variables that exist on an object by default. Just do a .dump() on any t2dSceneObject and look at it's dynamic fields to find the physics related variables.
Torque 3D Owner Chris French
Community, correct me if im wrong.