Just afew questions
by Andrew Brady · in Torque Game Engine · 05/03/2007 (7:30 am) · 4 replies
Hello all,
I just wanted to clarify afew things concerning the TGEA package.
1) Are "movers"(swinging or sliding doors, elevators etc) implemented/included? ( I do not mean, possible if the licensee codes them in)
2) I'm fairly certain that physics beyond the basic are not included. Are there any plans and/or, with such a vast community, are their any "unoffical" packages that can be utilized, or indepth instructional tutorials by anyone one how to do it yourself. ( this last part I would also ask for my first question if the answer is no)
3) Is any AI system supported out of the box, or is implementing AI all on the licensee.
I'm sure I will have others, but for now thats about it.
-sidenote... I am very impressed so far with the contructor editor tool. It appear's very well designed and capable.
~LK~
I just wanted to clarify afew things concerning the TGEA package.
1) Are "movers"(swinging or sliding doors, elevators etc) implemented/included? ( I do not mean, possible if the licensee codes them in)
2) I'm fairly certain that physics beyond the basic are not included. Are there any plans and/or, with such a vast community, are their any "unoffical" packages that can be utilized, or indepth instructional tutorials by anyone one how to do it yourself. ( this last part I would also ask for my first question if the answer is no)
3) Is any AI system supported out of the box, or is implementing AI all on the licensee.
I'm sure I will have others, but for now thats about it.
-sidenote... I am very impressed so far with the contructor editor tool. It appear's very well designed and capable.
~LK~
About the author
www.andrewjbrady.com
#2
2) Thanks for the info. So, mainly basic physics with vehicles. And, some community members attempts.
3) Thanks again, I'm finding it difficult to locate info on this and these things above discussed by GG.
Is there a main area of "features" or... current tech along with roadmap for the TGEA?
I apologize if these things have been asked elsewhere.
~LK~
05/03/2007 (9:41 am)
1) No.. as in nothing? What do people do about simple things like doors?2) Thanks for the info. So, mainly basic physics with vehicles. And, some community members attempts.
3) Thanks again, I'm finding it difficult to locate info on this and these things above discussed by GG.
Is there a main area of "features" or... current tech along with roadmap for the TGEA?
I apologize if these things have been asked elsewhere.
~LK~
#3
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10278
Doors - Sliding door functionality can be added fairly easily. I would probably recommend looking into Zod's Multi Game Type starter kit for TGE and digging around in the .CS files for some examples of a script-only solution and a starting point for other behaviors. That should get you started on applying those behaviors to TGEA. Here's a link . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11876
Or, just for kicks, you could try an art-only solution to the doors thing. I've been able to export DTS models as static shapes -- using the automatic LOD system to appear as if a door is opening as the player approaches and closing as he steps away. It's easy enough to do and it's completely script and code free.
05/03/2007 (10:44 am)
AI - The script-only resource known as Killer Kork is a nice starting point for ground-based AI units. It can be dropped into many Torque games with no C++ code changes required. It's a quick and easy add-on to the TGE demo. Getting it to work in TGEA might take a little extra work, but probably not much. Here's a link to it . . .www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10278
Doors - Sliding door functionality can be added fairly easily. I would probably recommend looking into Zod's Multi Game Type starter kit for TGE and digging around in the .CS files for some examples of a script-only solution and a starting point for other behaviors. That should get you started on applying those behaviors to TGEA. Here's a link . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11876
Or, just for kicks, you could try an art-only solution to the doors thing. I've been able to export DTS models as static shapes -- using the automatic LOD system to appear as if a door is opening as the player approaches and closing as he steps away. It's easy enough to do and it's completely script and code free.
#4
I wonder about animated map-model support as a possible option?
05/03/2007 (10:48 am)
Thanks Aaron, that help alot.I wonder about animated map-model support as a possible option?
Torque Owner Tim Heldna
2) Basic physics are included. Namely player controller, projectile controller, wheeled/flying/hover vehicle, rigid body physics. The player and projectile controllers are good, the vehicle physics passable and the rigid body physics are not so good.
There's a few efforts around the place of various integrations of 3rd party physics libraries (PhysX, Newton, ODE etc) but nothing along the lines of a complete, solid, stable working solution.
3) Basic AI out of the box.