Radiation Field
by Marc Ilgen · in Torque Game Engine · 04/17/2009 (7:33 pm) · 2 replies
Suppose I needed to implement a realistic radiation environment in TGEA. Radiation is of course invisible, so it would only exist in the game physics and not in what is seen. I imagine using an interpolation scheme to identify the radiation intensity at any point in the world, and this could only be detected by the use of a radiation detector object that responds to radiation intensity that it senses at any point.
My question is this: how difficult is it to add this sort of thing to Torque? I'm guessing that this would be something i'd have to attack at the C++ level. Any ideas on where in torque I should look to get started?
thanks
My question is this: how difficult is it to add this sort of thing to Torque? I'm guessing that this would be something i'd have to attack at the C++ level. Any ideas on where in torque I should look to get started?
thanks
#2
The idea about doing a distance check to a marker is a great suggestion.
04/17/2009 (9:00 pm)
Use aggregated triggers, triggers within triggers -- I believe there was a resource for it. The idea about doing a distance check to a marker is a great suggestion.
Torque Owner Marcus Fernstrom
It's invisible, you can hook things up to the triggers or run complex calculations that triggers when you enter a.. trigger, or whatever else you want.
I'd guess it depends on how heavy your calculations will be, how complex you want to make things, or how efficient.
Or perhaps if most of your ingame world is affected by more or elss radiation, how about using distance to ground zero markers?
That way you just place markers, and can read distance to them and hook that up to your geiger-meter or whatever.
I'm just rambling though.