Game Development Community

Decouple physics from t2dSceneObject

by Neo Binedell · in Torque Game Builder · 02/01/2007 (6:06 am) · 6 replies

I know, I know, its a long shot, but I would like to see physics decoupled to a seperate class which can wrap a scene object and provide physics for it, instead of having it integrated by default.

A lot of functionality is denied because it would have an adverse affect on physics, etc, and for projects where we just dont use the built-in physics it irks to have to work around it.

#1
06/12/2007 (12:14 pm)
Seconded.
#2
06/12/2007 (2:05 pm)
With the addition of behaviors, I don't see why this should not happen.

In TGBX, the physics actually is a component and not part of the base object itself.
#3
06/14/2007 (2:00 am)
With the addition of components to the rest of our tech (ala Torque X) physics will in fact be a decoupled from scene objects. This is currently semi-underway, but it's a long process so it will likely be a while before we see a release of any componentised C++ based tech.
#4
06/14/2007 (3:55 am)
Great news :-)
#5
06/14/2007 (10:00 am)
You can already to it by using t2dtrigger, they have no physics and can use collision send/receive just like any sceneobject, but without physic reaction.
#6
06/14/2007 (10:45 am)
Err, what do you mean - t2dTrigger derives from t2dSceneObject which is where the physics are implemented.

It is quite easy to set objects to not use physics, etc, my focus with this request is more along the lines of having important functionality (e.g. networking) having to take a back seat to physics and Thomas answered my question above (and I suspected it once TorqueX was launched and I saw the new direction taken).