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Beginner]: Looking for high level advice (on game architecture)

by Santiago B. Soljanic · in Torque Game Engine · 09/10/2008 (9:42 am) · 4 replies

Hello,

I would like to make a pinball prototype using TGE.
I have read one Torque book so far so I have very limited knowledge on this engine.
I am very experiencied in c++ however.

Anyhow, my first question: How should I define the pinball box?
That is the shape in which the ball will roll around and bounce off from.
Think of it as a box which has some curved paths and openings carved out of it.
This is the area where the ball can freely roam around.
I need to be able to detect collisions with the ball (so the ball can bounce).

Should I use the terrain together with a height map to model the pinball box?
Should I use an interior?

What are advantages / disadvanteges of each approach?

At the moment I am completely stuck as I do not know which road to take.

Thank you in advance.

#1
09/10/2008 (10:51 am)
Id use a .dif file for this. it does collision automatically.
#2
09/10/2008 (12:11 pm)
Thank you Timothy, this already gets me going in the right direction.
I read though, that DIF files need to have convex collision meshes.
My model is definetely not convex.
What is the recommended approach here. Should it be chopped up into smaller, convex pieces?
Can a single model (interior) have multiple convex collision meshes?

Still kind of lost...

Thanks!
#3
09/10/2008 (12:35 pm)
No Santiago, your wrong.

Your thinking of DTS, which is almost like DIF, but you need to make the collision and everything yourself.

DIF does the collision for you, it also does convex AND concave collision (any shaped collision you want).

I suggest using dif for anything that isn't animated.
#4
09/11/2008 (8:20 am)
Yea tyler beat me to it. grab a copy of constructor or my preference 3d World Studio and go to town.