Game Development Community

Physics out of the box - Does Torque have it?

by Andy Hawkins · in Torque Game Engine Advanced · 05/29/2008 (10:02 am) · 47 replies

I've been messing around with First Persion Shooter Creator and all their object can be influenced by physics with click on a button. Does TGE(A) have it own inbuilt physics I can use so that I can push tables around, boxes etc or do I have to plugin ODE / AGEIA etc?
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#41
06/13/2008 (10:15 pm)
Wouldn't it be best to handle all physics on the server and post the positions (or predicted positions using a filter) to the clients?
#42
06/13/2008 (11:01 pm)
Quote:Wouldn't it be best to handle all physics on the server and post the positions (or predicted positions using a filter) to the clients?

Load up quake1 and try it. You end up feeling like you're on ice skates the whole time.

Gary (-;
#43
06/16/2008 (7:26 am)
Woah! I just found out something really interesting. I loaded a vehicle without wheels and threw it, and it behaves quite well unders physics (out-of-the-box). I guess this is because it uses Torque's rigid physics modelling. I shall dig deeper...
#44
06/16/2008 (8:31 am)
Correct. All Vehicles use the Rigid Body code stuff. The RigidShape class is included for you to write "shape" classes that use the Rigid code as well ("shape" classes like StaticShape, or Player).
#45
10/21/2008 (2:36 pm)
Has anyone implemented the Havok physics engine into Torque? I've been in talks with them, and the PC version is free in it's binary form, whereas the XBOX 360 source is not. Worth investigating.
#46
10/21/2008 (3:21 pm)
To do it correctly and reap the benefits of Havok, it would require a major reworking of some fundamental pieces of Torque and the DTS format (or other format). And if you like what you see from Havok, you'd want to do it right...even if it is a ton of work.
#47
10/21/2008 (4:10 pm)
Thanks David. It's worth investigating further and implementing Havok into the mission tools at some point, even just to see what it's capable of in Torque.
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