Half-Life 2 type Physics for Torque?
by Dark Tengu · in Torque Game Engine · 10/18/2006 (11:41 pm) · 18 replies
I've been playing Half-Life 2 and Half-Life 2: Episode 1 lately. I must say that these are probably two of the best games I have ever played. To be honest I have heard people say that physics are more important to them than graphics. This is something I have never been able to understand...until now. I must admit that I was extremely fascinated from start to finish.
To get to my question...
Obviously HL2 uses Havok which is completely out of the question for Torque. Has anyone successfully got ODE working in Torque? I read the article on TDN about ODE and Torque, how much work are we really talking?
To get to my question...
Obviously HL2 uses Havok which is completely out of the question for Torque. Has anyone successfully got ODE working in Torque? I read the article on TDN about ODE and Torque, how much work are we really talking?
#3
Is the Community Weekend stuff top secret?
@Everyone Else,
Sorry to be so cryptic, but I don't want to answer for anyone else... =)
@Anton,
Let me at least say I wouldn't invest a lot of time in ODE or Newton integration...
@Marcus,
=)
10/19/2006 (1:13 am)
@Chris Calef,Is the Community Weekend stuff top secret?
@Everyone Else,
Sorry to be so cryptic, but I don't want to answer for anyone else... =)
@Anton,
Let me at least say I wouldn't invest a lot of time in ODE or Newton integration...
@Marcus,
=)
#4
10/19/2006 (1:18 am)
Umm... Did you get two threads mixed up?
#5
10/19/2006 (1:19 am)
Nope. Just didn't want to speak for GG, and I'm sure Chris C. will see this thread.
#6
Edit: Oh and, I know as little as the rest of you. Just observing ;)
10/19/2006 (1:32 am)
There is someone working on an integration. If you do ask Aegia about Torque support, then they will tell you stuff that should make you a happy boy :)Edit: Oh and, I know as little as the rest of you. Just observing ;)
#7
10/19/2006 (1:55 am)
The physics in HL2 is pretty impressive alright, but as a game I thought it unoriginal and boring. Does the world really need another FPS? I guess that's a matter of opinion... ;-)
#8
Gary (-;
10/19/2006 (10:43 am)
@Marcus: It looks like the resource has been left to die though... outside of rotational interpolation, ODEScript pretty much works for me as I intended and originally wanted. It's not left to die right now, but it's hit the point where I'm pretty happy with it. I should probably release a proper resource for it or something...Gary (-;
#9
I think this looks good from what I've seen from the videos, has anyone tried this resource?
Edit: Forgot url tags.
10/19/2006 (10:52 am)
@Marcus: Have you seen this? www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10258I think this looks good from what I've seen from the videos, has anyone tried this resource?
Edit: Forgot url tags.
#10
@Sam Redfern - I though this was actually quite an interesting game. I am actually more of a RPG gamer. For some reason I just really liked HL2 and HL2:E1. I see a lot of potential in episodic content. I am actually toying with an idea myself...
10/19/2006 (2:17 pm)
@Alan James - Oh please tell us! ;)@Sam Redfern - I though this was actually quite an interesting game. I am actually more of a RPG gamer. For some reason I just really liked HL2 and HL2:E1. I see a lot of potential in episodic content. I am actually toying with an idea myself...
#11
With a little deduction you can figure it out, taking into account your second post, my call for Chris C. to chime in and Stefan's post put together...like he said, at some point *A LOT* of people are going to by happy boys (and girls).
I just don't want to steal anyones thunder.
10/19/2006 (4:01 pm)
@MarcusWith a little deduction you can figure it out, taking into account your second post, my call for Chris C. to chime in and Stefan's post put together...like he said, at some point *A LOT* of people are going to by happy boys (and girls).
I just don't want to steal anyones thunder.
#12
Alan, were you able to get the multiplayer MI issues fixed?
-Matt Vitelli
10/19/2006 (4:26 pm)
I too am curious whether or not the Community Weekend information should be released. For the time being all I can say is there are some exciting things happening at Garage Games. :)Alan, were you able to get the multiplayer MI issues fixed?
-Matt Vitelli
#13
@Matt,
Yes, it was some stupid naming problems in the gui. Also, I have the early beta 2 demo up, I'll email you a link. It's still the same one from the Community weekend, I'll be swapping it out for a fixed one with some other changes and levels in a week or two and when that one's up I'll give you that link also.
[/hijack]
Now back to the regularly scheduled mystery...=)
10/19/2006 (4:34 pm)
[hijack]@Matt,
Yes, it was some stupid naming problems in the gui. Also, I have the early beta 2 demo up, I'll email you a link. It's still the same one from the Community weekend, I'll be swapping it out for a fixed one with some other changes and levels in a week or two and when that one's up I'll give you that link also.
[/hijack]
Now back to the regularly scheduled mystery...=)
#14
In my mind, Garage Games is a tree filled with magical elves. I can't wait to get my hands on those magic cookies.
10/19/2006 (4:40 pm)
Quote:For the time being all I can say is there are some exciting things happening at Garage Games. :)
In my mind, Garage Games is a tree filled with magical elves. I can't wait to get my hands on those magic cookies.
#15
ChunkyKs's ODE implementation is probably not what you want, but its a starting point and it will give you ideas. True "network physics" is still somewhat of an experimental (and if I may say, a pipe dream) it can definitely work with a limited number of objects. Even Half Life 2 has problems with networked phyiscs. If you know what you are doing you can create something that is acceptable with current technology. Will it be perfect, not at all, will it work for your use case? Maybe.
10/19/2006 (5:20 pm)
If you want something now, do it yourself. No matter what technology comes out, no matter what add-on or otherwise comes within grasp at a later, what you make now will exist. If you want physics in Torque it is possible.ChunkyKs's ODE implementation is probably not what you want, but its a starting point and it will give you ideas. True "network physics" is still somewhat of an experimental (and if I may say, a pipe dream) it can definitely work with a limited number of objects. Even Half Life 2 has problems with networked phyiscs. If you know what you are doing you can create something that is acceptable with current technology. Will it be perfect, not at all, will it work for your use case? Maybe.
#16
10/20/2006 (8:33 pm)
It looks like Lawmaker has just added ODE physics. This is looking better and better all the time. Things seem to be moving quite fast over at Darkroom...
#17
Since I work in single-player right now, it is quite exciting. But many want someone else to make the cake they wish to eat. And often they want the best of all worlds.
10/20/2006 (9:09 pm)
It really depends on what you need for your game. Anyone could make the same assessments from Unity or Blitz3D depending on their needs. I will not complain about Darkroom since they have AMAZING support and a great team. But their engine, like any engine, is not for everybody. Especially not for integrated hardware. And that is on the graphical side not the physics side. It makes sense why they have moved in that direction (just like TSE, C4,etc have moved in that direction), but it does not make life easier for those of us targeting older hardware. Take a simple level and add a dynamic light to it and compare it to engines made years ago. It doesn't compare. But to the gfx card generation it can compare. LM is a great engine with legacy compatability, but it makes use of things that not everyone needs. Plus, the ODE physics and networking are not as exciting as one might think. Each individually work well (as does Unity or Tokamak for Blitz3D), but in conjunction they aren't that exciting.Since I work in single-player right now, it is quite exciting. But many want someone else to make the cake they wish to eat. And often they want the best of all worlds.
#18
10/21/2006 (6:00 am)
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Torque 3D Owner iHugMedia