Game Development Community

Ball physics in Torque?

by Mike Stoddart · in Torque Game Engine · 12/09/2002 (2:08 pm) · 8 replies

Has anyone incorporated any ball physics into Torque? Did you write it by hand, or use a third party Physics library?

Thanks

#1
12/09/2002 (5:19 pm)
Marble Blast.
#2
12/10/2002 (6:04 am)
Not a very useful answer!

I'm not expert though but I'd think ball physics would be quite easy to code. I'm using a ball in my game (haven't put it in yet) but I was thinking that bit would be much easier than the hovercrafts I'm struggling with at the moment!!

Good luck,
Nick
#3
12/10/2002 (6:10 am)
Basically (from what I hear) some of the changes GG has made with Marble Blast will be incorporated into the TGE when the game is released. One of these "changes" that may get merged is the ball physics.

I've got some time before I need ball physics, but if there are no TGE physics from Marble Blast at that time then I'd just code it myself. :-)
#4
12/10/2002 (6:53 am)
I'm just seeing if I can "borrow" code before thinking about re-inventing the wheel. :)
#5
12/10/2002 (6:56 am)
Ryan, from what I heard GG isn't incorporating any of their gameplay mechanic from Marble Blast and since the ball physics would, seemingly be a huge part of that mechanic, I don't think they'll put that back into TGE.

However, the code enhancements they made to TGE they will more than likely add back into the core engine source, but again, thats up to them I think.
#6
12/10/2002 (8:42 am)
We are contributing many engine changes back to the Torque. The ball physics will not be contributed.

Jeff Tunnell GG
#7
12/10/2002 (10:22 am)
It's not too difficult to add new physics behaviour in Torque : there is a class for rigid body and some example with the vehicles. You can also buy the book 'Game physics' in order to get more familiar with physics in game. Then it's just a matter of time to add new physics behaviour.
#8
12/10/2002 (11:17 am)
So it looks like you're going to have to do it by hand. Shouldn't be too hard.