Tgea 1.7 & Ode?
by Juha Eerola · in Torque Game Engine Advanced · 03/22/2008 (11:14 am) · 6 replies
I remember that there is an ODE-script for TGEA but does it work with the new TGEA 1.7?
Has anyone tried that yet? Or is there something else that would do ODE's job in TGEA 1.7?
- Juha
Has anyone tried that yet? Or is there something else that would do ODE's job in TGEA 1.7?
- Juha
About the author
#2
What kind of physics 1.7 already has? I'm making a sandbox-stylish game where you can pick up objects and move them around and build stuff with them. I need balls to roll, walls to fall, poles to fall and roll, objects to float on water and some of them sink in it etc.
03/22/2008 (12:13 pm)
This game is just my little hobby so I won't do anything huge and complicated. Since ODE is already ported to Torque I think I will go with it, since getting PhysicX into TGEA 1.7 would require a lot of work.What kind of physics 1.7 already has? I'm making a sandbox-stylish game where you can pick up objects and move them around and build stuff with them. I need balls to roll, walls to fall, poles to fall and roll, objects to float on water and some of them sink in it etc.
#3
03/23/2008 (1:35 pm)
You would need to integrate ODE or PhysX for that sort of sandbox interaction.
#4
03/26/2008 (1:04 am)
Okay. I'll start digging into ODEScript resource and post about how it goes.
#6
On the PhysX front. We did an integration which is a highly modified version of this resource for our Dino project. It was harder than we anticipated as there are alot of tricks to getting it to play well with the basic Torque update loop and networking. It worked out ok, but PhysX hardware pretty much blows for anything that isn't 1000000 un-networked cubes. Don't count on hardware IMO... just get your update loop right so that multicore machines can process the physics in parallel to your networking and rendering.
Bullet is another physics library out there to look into. It has a very similar API to PhysX, but much less features.
03/26/2008 (3:30 pm)
@Thomas - Quote:it rolls down stairsDoes it do this alone and in pairs? ;)
On the PhysX front. We did an integration which is a highly modified version of this resource for our Dino project. It was harder than we anticipated as there are alot of tricks to getting it to play well with the basic Torque update loop and networking. It worked out ok, but PhysX hardware pretty much blows for anything that isn't 1000000 un-networked cubes. Don't count on hardware IMO... just get your update loop right so that multicore machines can process the physics in parallel to your networking and rendering.
Bullet is another physics library out there to look into. It has a very similar API to PhysX, but much less features.
Torque Owner Thomas Oliver
I imagine though with the all of the changes to 1.7 that you will need to make some changes to the ODE-Script if you want to get it in and working.
I would actually recommend going with PhysicX since all 8000 Series+ Geforce cards are getting hardware physicx support via a upcoming driver software update within the next few months. It's a little harder to get into TGEA and working but the end result with hardware based support will provide alot better of a solution then just a software only solution would. more so if you need alot of physic's in your game.