My hillbilly collision system
by Lee Latham · in Torque Game Engine · 04/24/2007 (7:18 pm) · 5 replies
Hi y'all,
I just spent three days setting up collision in my game, at times laughing with tears of hysteria, because it was just a little tedious. In the end, I find the whole thing quite amusing, and not a little gratifying because it seems to work "just fine" and also doesn't appear to have brought the net code to it's knees. Also I think it looks kinda cool so I thought I'd show it off:
First: I have these giant stacks of books in my kid's room (if you're not familiar with my game, Singularity FPS, the basic character is a tiny little toy soldier in a big world). I thought that'd be cool, you know, to jetpack or otherwise make your way to a nice little nook on the bookstacks and set up a firing position. So I'm building the models and I'm like "dude, you should really twist the books around 'cause that would look kewl, and I'll just add collision boxen "before it's released":
Well, that time is drawing quite near (for a test version, that is), and as it would be unutterably lame to put out a version without collision on such an important feature, I set to doing it in the Mission editor. I just made an approximately book-size dts which I resized appropriately...over and over and over again. At the moment it's got a smokey translucent texture, and in production I'll just swap out that texture for a clear one. Here's one of the columns collided up real good:
Here I've grabbed the collision DTS's and moved them off to the side for your edification:
And here they are selected so you can see a little better:
And lastly, I had to do some similar work on some other models that I just couldn't let go:
You can see why I'm so keen on a production polysoup collision setup! It would be grand for the little soldier guys to collide with the spokes of the wheel, for example. (Don't think I wasn't tempted to give each spoke it's own little collision tube...and it may yet happen.)
Anyway...I experimented with having a non-textured mesh along with the collision with a -1 LOD, and I didn't see a change in the framerate. But I can't help wondering if there isn't anything that I could do better in a technical sense.
An editor with isometric views (like Constructor) would have been sooooooooooooooooooooooooooo much easier...but after a brief port to 1.5.1 I decided that this was not the time for that job yet, so I had to stick with the good old Mission Editor, which is a wonderful tool in it's place....and I still love it :-)
Long story short--it IS a grand thing to jetpack to a random book, hiding in plain sight, and taking pot shots at UFO's!
I just spent three days setting up collision in my game, at times laughing with tears of hysteria, because it was just a little tedious. In the end, I find the whole thing quite amusing, and not a little gratifying because it seems to work "just fine" and also doesn't appear to have brought the net code to it's knees. Also I think it looks kinda cool so I thought I'd show it off:
First: I have these giant stacks of books in my kid's room (if you're not familiar with my game, Singularity FPS, the basic character is a tiny little toy soldier in a big world). I thought that'd be cool, you know, to jetpack or otherwise make your way to a nice little nook on the bookstacks and set up a firing position. So I'm building the models and I'm like "dude, you should really twist the books around 'cause that would look kewl, and I'll just add collision boxen "before it's released":
Well, that time is drawing quite near (for a test version, that is), and as it would be unutterably lame to put out a version without collision on such an important feature, I set to doing it in the Mission editor. I just made an approximately book-size dts which I resized appropriately...over and over and over again. At the moment it's got a smokey translucent texture, and in production I'll just swap out that texture for a clear one. Here's one of the columns collided up real good:
Here I've grabbed the collision DTS's and moved them off to the side for your edification:
And here they are selected so you can see a little better:
And lastly, I had to do some similar work on some other models that I just couldn't let go:
You can see why I'm so keen on a production polysoup collision setup! It would be grand for the little soldier guys to collide with the spokes of the wheel, for example. (Don't think I wasn't tempted to give each spoke it's own little collision tube...and it may yet happen.)Anyway...I experimented with having a non-textured mesh along with the collision with a -1 LOD, and I didn't see a change in the framerate. But I can't help wondering if there isn't anything that I could do better in a technical sense.
An editor with isometric views (like Constructor) would have been sooooooooooooooooooooooooooo much easier...but after a brief port to 1.5.1 I decided that this was not the time for that job yet, so I had to stick with the good old Mission Editor, which is a wonderful tool in it's place....and I still love it :-)
Long story short--it IS a grand thing to jetpack to a random book, hiding in plain sight, and taking pot shots at UFO's!
#2
You had me blushing there for a minute, because what you suggest is within my fledgling scripting capabilities; and it had never ocurred to me to use torquescript to do something for ME, as opposed to for the game! But then I remembered that the book models are not individual models, but stacks of 30 or so a pop, all twisted about, and thus another can of worms to automate that way. I did consider ways to automate the process, but as usual (for me) decided that it would be quicker to do it the hard way. I am continually amazed how much drudge work is involved in making software.
Thank you for the encouraging words! I should have an ultra-pre-alpha version out in a week or so, I figure--that's what I'm working toward, now. Kid friendly? Man, I have struggled with this...If you take a look at the website you'll see that the kid has some cigarettes under his bed, and other contraband about the room, which I reckon is normal and interesting for teenagers. There's a laptop under the bed running Commodore OS about to load a program called "revenge",8,1, and I WAS going to wire the laptop to a propane tank....but in the end I decided that was going too far, and I don't want to be famous for the wrong reasons. But yet I want the game to be "edgy", because A)I like it that way and B) it's not condescending to kids, and C) it provides a sort of "story" as one explores parts of the room/house/etc.
So to try to answer your question, no guts/gore (I am bored and uninterested with such), but yes to girlie pics and contraband including (at the moment) guns, cigaretts, booze bottles. No drugs (I would have liked to toss a joint under there...but probably worse than the propane tank, no?). I welcome your feedback on the subject. I don't really know if it's kid friendly or not. I _think_ it is.
04/25/2007 (10:43 am)
Hi David,You had me blushing there for a minute, because what you suggest is within my fledgling scripting capabilities; and it had never ocurred to me to use torquescript to do something for ME, as opposed to for the game! But then I remembered that the book models are not individual models, but stacks of 30 or so a pop, all twisted about, and thus another can of worms to automate that way. I did consider ways to automate the process, but as usual (for me) decided that it would be quicker to do it the hard way. I am continually amazed how much drudge work is involved in making software.
Thank you for the encouraging words! I should have an ultra-pre-alpha version out in a week or so, I figure--that's what I'm working toward, now. Kid friendly? Man, I have struggled with this...If you take a look at the website you'll see that the kid has some cigarettes under his bed, and other contraband about the room, which I reckon is normal and interesting for teenagers. There's a laptop under the bed running Commodore OS about to load a program called "revenge",8,1, and I WAS going to wire the laptop to a propane tank....but in the end I decided that was going too far, and I don't want to be famous for the wrong reasons. But yet I want the game to be "edgy", because A)I like it that way and B) it's not condescending to kids, and C) it provides a sort of "story" as one explores parts of the room/house/etc.
So to try to answer your question, no guts/gore (I am bored and uninterested with such), but yes to girlie pics and contraband including (at the moment) guns, cigaretts, booze bottles. No drugs (I would have liked to toss a joint under there...but probably worse than the propane tank, no?). I welcome your feedback on the subject. I don't really know if it's kid friendly or not. I _think_ it is.
#3
Sounds great though ... I'll definitely give it a whirl when it's available ...
04/25/2007 (11:08 am)
Well ... by kid friendly, I was thinking 5-10 year olds ... and cigarettes are guns don't fall under that category ... teenager friendly, definitely ... could even be an anti-smoking thing if you tied some sort of consequence to the cigarettes, etc ... Sounds great though ... I'll definitely give it a whirl when it's available ...
#4
!
04/25/2007 (11:53 am)
No, definitely not 5-10 friendly. I was toying with making the cigarette a useable item...where you can't move and just slowly die while everyone plays on around you.!
#5
www.singularityfps.com/demo.php
I look forward to your feedback!
05/06/2007 (12:34 am)
A test version is available if you're interested...and have a strong gaming rig:www.singularityfps.com/demo.php
I look forward to your feedback!
Associate David Higgins
DPHCoders.com
granted, I've not tried to do this ... but i don't see why it wouldn't work ... I know it works for doing bulk updates to objects in TGB ... and from what I've seen in TGE so far ... should be possible there as well ...
now ... onto the fun part ... Game sounds awesome, screens are great ... can't wait to see a playable version ... even if it's just an alpha or beta ... this sounds like a really cool game ... is it going to be kid friendly? (ie; violence is ok, but no blood spatter or 'death')?