Game Development Community

New Ball Physics-- Need some help.

by Harrison Brock · in Torque Game Engine · 12/06/2006 (9:09 am) · 5 replies

I am start to work on add ball physics to TGE today. Just need to know if it would be best to deriving the ball class from the ShapBase or ShapeBaseDate class. Once get something going I will put in on my plan.

Thanks for any help.

P.S.

Check out www.xnaList in a few day. It sould be up and run full speed my the end of the week.

#1
12/06/2006 (10:44 am)
Depending on what you're actually looking for, you should look into RigidShape instead. Also, ShapeBase and ShapeBaseData [and equally RigidShape and RigidShapeData] are in fact intertwined, and you need both.

You might wanna read up a little more on how torque "does stuff", especially datablocks.

Gary (-;
#2
12/06/2006 (11:33 am)
Thanks. Am work on make ball physics that could be used in sprot games baseball, football, bowliing and so on. Also game where the player plays as the ball.
#3
12/06/2006 (12:17 pm)
Hey Harrison,

I'm developing a soccer game and i was looking for a solution for the ball physics too. I have tried ODEScript created by Gary, but i was not able to get the demo working to know if it would fit my needs.

Gary, do you know ODEScript could be a nice solution for that?

Regards
#4
12/06/2006 (12:23 pm)
In my little universe, ODEScript is the magical solution to all my problems ever :-)

If you're looking to simulate nothing more than a small ball, rigidShape is likely to be a better bet, though. You implied in the other thread that you at least got stuff working a bit?

Gary (-;
#5
12/07/2006 (8:23 am)
Right now am get start on the design for the ball class. Just try to found a good solution that could be used for anything of ball. Thanks for your help.