Farseer Phsyics, CEV & the PSK
by Tim Newsome-Ward · in Torque X Platformer Kit · 09/14/2010 (2:07 pm) · 3 replies
Posted in Torque X 2D too.
Hey all,
I was wondering how people were doing with converting the PSK to use the Farseer functionality in the CEV (thanks Ron and Pino). I’m not sure if anyone has tried it yet?
I have been playing around with it a little bit and obviously a lot of the platformer framework is tied into the native Torque X collision and physics classes.
Now my problem is..dun.dun.dun..i’m not a coder, I know a very basic amount of C#, which has allowed me to have a look around.
I’m working on a small title for XBLIG and was hoping to use some of the platformer framework with Farseer. There are various components which obviously reference native Torque X physics e.g.:
PlatformComponents uses
I’m pretty much ready to go with developing a small prototype now and this has halted production. I doubt the PSK will be updated any further due to XNA 4.0 and I was wondering if it’s worth me advertising this as a small job? I’m willing to pay to get this implemented.
Any advice would be appreciated,
Cheers
Tim
Hey all,
I was wondering how people were doing with converting the PSK to use the Farseer functionality in the CEV (thanks Ron and Pino). I’m not sure if anyone has tried it yet?
I have been playing around with it a little bit and obviously a lot of the platformer framework is tied into the native Torque X collision and physics classes.
Now my problem is..dun.dun.dun..i’m not a coder, I know a very basic amount of C#, which has allowed me to have a look around.
I’m working on a small title for XBLIG and was hoping to use some of the platformer framework with Farseer. There are various components which obviously reference native Torque X physics e.g.:
PlatformComponents uses
T2DCollisionComponentActorComponent uses
T2DPhysicsComponent, T2DCollisionComponent, T2DCollisionMaterial, T2DResolveCollisionDelegate, T2DCollisionInfoActorContoller uses
T2DCollisionInfo
I’m pretty much ready to go with developing a small prototype now and this has halted production. I doubt the PSK will be updated any further due to XNA 4.0 and I was wondering if it’s worth me advertising this as a small job? I’m willing to pay to get this implemented.
Any advice would be appreciated,
Cheers
Tim
About the author
Co-owner of Desktop Daydreams Studios. An Independent Game Studio and outsourcing service. www.desktopdaydreams.com
#2
Yeah we have gone down the route of having different states. Its having a few issuses but we are nealry there now! :-)
Thanks for the response though, much appreciated.
11/10/2010 (8:38 am)
Cheers Will,Yeah we have gone down the route of having different states. Its having a few issuses but we are nealry there now! :-)
Thanks for the response though, much appreciated.
#3
11/12/2010 (2:23 am)
I had issues with the PSK when I used the Farseer version of Torque X. For some reason, normal physics broke when Farseer was added to the project, even when I didn't use any Farseer components. If you decide to upgrade to the latest version of the Torque X CEV, I would recommend you make a backup before attempting it.
Torque 3D Owner Will O-Reagan
Modern Intrigues
TorqueX engine is super light
Farseer (look at the grids!) is super heavy.
You will get less objects, and less stability with farseer, just don't do it.
Farseer is more suited to physics based games, unless you plan on only having one screen loaded at a time, your going to be limited in what you can do.
It is possible you can have a few farseer objects in a game, and just have a different physics state for when your actor is "on a farseer object" That might be the only way to go on it.