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Need help implementing PolySoup in TGE

by Helge Wilhelmsen · in Torque Game Engine · 04/21/2008 (4:07 am) · 12 replies

Hi. Brand new TGE user here. I'm just a measly artist who hasn't developed any programming skills yet, hardly understand what a compiler is, but I really need concave interiors and collision meshes for my project. And before I get into developing those programming skills, preferably, 'cause that's gonna take a very long time for someone who's kinda code dyslectic...

So: Would anyone who's already compiled the opcode libs and whatnots care to share it with me, the measly, helpless artist?

And dear GG; now that PolySoup is free for every licensee, why isn't it just a part of TGE out-of-the-box?

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#1
04/21/2008 (2:17 pm)
Possibly because of occlusion and lighting issues which may or may not be able to be supported in the long-run. It is a great resource, and one which we definitely love, but it is not the best possible resource for all gametypes. For example, environments in Devil May Cry 4 have extremely simple collision bounds, yet the enemies and players have advanced collision detection. Opcode would be overkill in most of the Final Fantasy or DMC environments. But it can be nice in games like Kingdom Hearts or Assassin's Creed, where you need extremely fine-grained control over your collision. But in those cases, you will have an extremely limited art chain based on the constraints of the system. The programmers and the art team will have worked out how best to accommodate the art flow in an optimized way to make the entire thing appear seamless to the player.

Who knows. It may make it into TGE. It's in TGEA 1.7 out of the box.
#2
04/21/2008 (2:57 pm)
Yeah, I would have chosen TGEA 1.7 if it wasn't for the warning: "not a beginner's engine". It's not the high detail collision I'm after though, just the concavity. Thanks for answering, anyways. :-)

The main request still stands, however: Any TGE + PolySoup users out there who can give a code dyslectic artist a helping hand compiling the stuff that needs compiling to get the two of them pulling together?
#3
04/22/2008 (4:23 am)
Are you looking for someone to just send you the exe? If so, since you are an sdk owner, it shouldnt be a problem.

I was going to email you, but you dont have an email addy in your profile.
I won't be home tonight to get back to you, so if you send me your email using the email in my profile, I can get you the exe when I get home tomorrow.
#4
04/22/2008 (1:20 pm)
Thanks, Rowley, that's great! :-)
#5
05/09/2008 (5:42 am)
Would i be able grab that .exe aswell
would be a great help cause im in the same position =P
(artist with no coding experience)
#7
05/09/2008 (9:09 am)
You're a prince, Mike.

i'm a bit in the dark about what the polysoup resource actually looks like in action,
is there somewhere i can go to see a minimal demo ? preferably with whatever the source assets are.
#8
05/09/2008 (10:10 am)
N/m, i just tried dropping it on top of the TGE 1.3 demo and it worked great.
here's the player on top of a cut-in-half teapot exported from milkshape:
elenzil.com/gg/images/polysoup.jpg
also, fwiw,
i'm pretty sure the TGE license would allow you to share the polysoup executable with people who don't themselves own a license.
#9
05/09/2008 (10:15 am)
Yeah. You can distribute the binary and torquescript. Just not any source.
#10
05/09/2008 (3:34 pm)
Thanks for the feedback. The exe actually has a few more goodies in it than just polysoup, but I just never mentioned them. The zip has only the exe, and I'm glad I am able to redistribute it. (I was wondering about it this morning at work.)
It has Ramen Sama's awesome platform code integrated,
Ben Garneys awesome Forest pack,
and the AIGuard and Patrol resources.
(Please check the appropriate resources to find out how to use them)

Using the polysoup part is as simple as making sure your dts object does [u]NOT[/u] have a collision mesh (or tge may crash) and checking a little check box in the inspector. :-)
Also, if you get too many objects with polysoup collisions close together, you'll notice a major problem. You lag horribly, so I'd suggest taking it easy and seperate them.
#11
05/10/2008 (10:39 am)
Very cool, Mike!

Yeah. If you couldn't redist the executable, it would make it kind of hard to release your game, eh?
#12
05/10/2008 (11:06 am)
Haha, true.