Polysoup
by Randy Hearn - Magnum · in Torque Game Engine Advanced · 10/17/2008 (10:38 am) · 3 replies
I like the features in TGEA. I am currently using the 1.7.1. With that being said I am interested in finding out what the current state of polysoup is. What can it do for me and what can it not do for me. I have searched the forums and of course have found articles stating you can not do something, only to find another one saying that it has been fixed. Nothing wrong with that as I can always test, but I don't want to spend my time testing to find out what something implemented in the engine is intended to do. It may be there, I am just overlooking it.
My current impression is that polysoup may be the new direction for modeling in TGEA. I don't know that other than just my impression of what I read. If that is the case I would rather spend my time concentrating on a pipepline involving polysoup based solutions right now as opposed to trying to learn more on DIFs.
With all that being said. Is it possible to outline what the current Pros/Cons/Concerns are to using implementing a complete Polysoup game?
I do know one issue that was raised on a blog, was the fact of was was referred to as "pop-off" for large DTSs. I am not sure if this is a real issue, as I could see a solution there possible with a very low LOD and combination of FOG for a solution... This is something I would label as a concern, as I don't think all options have been considered, and the OP may still be doing that.
The other issue is Shadows? I haven't used shadows in TGE, so I don't know if I am doing something wrong in trying to get a DTS to cast a shadow. I can live without Shadows for now, if I know there may be a solution down the road from GG on this (hint, hint).
As I understand it Constructor does not handle all the features for a DIF in TGEA? But could be implemented with a static DTS?
Any other input or direction would be appreciated. Right now, in information gathering mode...
Any other input would be appreciated.
My current impression is that polysoup may be the new direction for modeling in TGEA. I don't know that other than just my impression of what I read. If that is the case I would rather spend my time concentrating on a pipepline involving polysoup based solutions right now as opposed to trying to learn more on DIFs.
With all that being said. Is it possible to outline what the current Pros/Cons/Concerns are to using implementing a complete Polysoup game?
I do know one issue that was raised on a blog, was the fact of was was referred to as "pop-off" for large DTSs. I am not sure if this is a real issue, as I could see a solution there possible with a very low LOD and combination of FOG for a solution... This is something I would label as a concern, as I don't think all options have been considered, and the OP may still be doing that.
The other issue is Shadows? I haven't used shadows in TGE, so I don't know if I am doing something wrong in trying to get a DTS to cast a shadow. I can live without Shadows for now, if I know there may be a solution down the road from GG on this (hint, hint).
As I understand it Constructor does not handle all the features for a DIF in TGEA? But could be implemented with a static DTS?
Any other input or direction would be appreciated. Right now, in information gathering mode...
Any other input would be appreciated.
About the author
Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.
#2
The biggest issue I have with it is really with vehicle collisions, which are sometimes broken. If you're not into vehicles, then you're fine. Although, like all code, it's still not perfect. You really just have to try it and see if it can do what you want it to do.
Personally, though, I have sworn never to execute map2dif again.
10/19/2008 (2:24 am)
I'm using it in my game, check my profile if you want to see what it can do.The biggest issue I have with it is really with vehicle collisions, which are sometimes broken. If you're not into vehicles, then you're fine. Although, like all code, it's still not perfect. You really just have to try it and see if it can do what you want it to do.
Personally, though, I have sworn never to execute map2dif again.
#3
Thanks I am heading out of town, but maybe I will be able to echk your profile and see ehat you are doing. Yea, I agree with the not using the DIF. I do plan on using vehicles so that is something I will have to test as well. I guess I am also looking for ways to check if I am indeed using it. I get the box to check to use Polysoup on objects and I haven't noticed any issues yet, but so far just checking random boxes, cubes, nothing major.
10/19/2008 (6:52 am)
@Lee,Thanks I am heading out of town, but maybe I will be able to echk your profile and see ehat you are doing. Yea, I agree with the not using the DIF. I do plan on using vehicles so that is something I will have to test as well. I guess I am also looking for ways to check if I am indeed using it. I get the box to check to use Polysoup on objects and I haven't noticed any issues yet, but so far just checking random boxes, cubes, nothing major.
Torque Owner Mike Rowley
Mike Rowley
I'll leave the talk about constructor to those who know it better than I do.