Game Development Community

Replacing Collision

by Nathan Kent · in Torque Game Engine · 06/07/2008 (1:08 pm) · 4 replies

I know that I'm fixing something that's not broken (for the most part), but I'd like to replace the TGE's collision system with Havok's, mainly because it seems the best place to start getting all of Havok's functionalities into Torque. The problem is that I can't find exactly where the collision detection takes place. I've found many possibilities, but the places in Torque's code that I'm familier with are limited, and I'm not entirely sure if that is where I want to start.

If anyone could point me to the collision detection code, I'd be gratefull!

#1
06/07/2008 (1:33 pm)
Terrain is in terrCollision.cc, static shape is in tsCollision.cc, interior is in interiorCollision.cc, shapebase is in shapeBase.cc, and there are a few other objects that use boxConvex.cc.

However, I would really not recommend doing this. Torque already has a collision system that works. The ODEScript resource uses it with ODE, so it should work with havok.
#2
06/07/2008 (2:19 pm)
Thanks, that's what I needed! If I don't manage to get this working it doesn't really matter, though I do like the sound of Continuous Collision. I'm just using this as a base to integrate Havok's functionalities that Torque doesn't, like Inverse Kinematics or Ragdolls.

I was planning on using the ODEScript resource as a starting base, but I'm to lazy to download the program that I need to open it. =P
#3
06/07/2008 (4:05 pm)
Would be super to have IK and or ragdolls with torque.
#4
06/07/2008 (4:12 pm)
It would! To bad that Havok Cloth and Destruction aren't included with the free licence, those would be pure awesomeness in a Torque game!