Game Development Community

What's up with gravity?

by Daniel Buckmaster · in Torque Game Engine · 05/26/2008 (1:14 am) · 4 replies

Right now, the default gravity in Torque is something like -20m/s/s. I changed it to -9.8 just to be picky. But now, everything seems wrong. Kork, even with a mass of 90, floats around like the Chief in Halo 2, and I haven't tried vehiles yet - but they were floaty before, so they must be horrible now.
Is this a problem with the engine programming? The way physics calculations are done? SI versus Imperial units? Or do I just need to make everything heavier? I'm 60kg, and I don't jump as floatily as Kork does ith 90kg...

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
05/26/2008 (7:30 am)
Games often do this stuff.

Mostly because of perspective problems (large fields of view), scenary problems (everything looks floaty when your world is a low res carpet), scale problems (Isn't Kork 2.5 to 3m meters high?), and just general scenario problems (gee Mr. Designer Man, just how far DO you think a car launched at 180 mph off a 10 degree ramp should fly? Are you seriously suggesting that your 20 mph leap on your dirt bike, and seeing Hollywood jump countless cars at 60 mph gives you a good frame of reference for your review of this trajectory?)

Going back to bed and roll over now ;)
#2
05/26/2008 (8:48 am)
Okay, I see your point. So it's a problem with the content, not the programming. If I made a world scaled correctly and stuff, I guess it would feel better. Thanks for the input.
#3
06/02/2008 (3:51 pm)
Yeah, it's all relative. Just assume that the Torque planet is NOT Earth (it's not even round for crying out loud). It takes more math on the designer's part to make the new physics calculations, but to me that's part of the fun.

Tony
#4
06/04/2008 (3:26 pm)
You could just double the physics calculations and it get's pretty close. Torque default is 20m/s, and 9.8m/s doubled is 19.6m/s pretty close. I actually changed that part in the engine to double the gravity amount set for calculations. That way I can just type in the actual m/s, and get the effect, or something pretty close to it