Game Development Community

Collision boxes

by Miguel Valles Susin · in Torque Developer Network · 08/07/2011 (10:01 am) · 0 replies

I'm programming some physics for my current project, but I face some odd issue. When setting the collision polygons for some objects, everything works fine.

img706.imageshack.us/img706/1540/cajacolision.png

However, after setting my custom physics instructions for these simple objects, once enabled some gravity, inertia, etc and checked/unchecked the collision and physics boxes I want, while "playing" the scene, the collision polygons I set up seem not to work. Instead, some generic cube is what provides the physics to that object, making the collisions very simple and generic.

img840.imageshack.us/img840/8994/cajacolisionmal.png

What must I do to have those collision polygons acting as the limits of my custom objects instead of that square? Do I have to program something on my own to make them act "as real" when providing gravity and collision values, or does TGB have some built-in physics engine that calculates and applies all that interactions?

About the author

Joven estudiante de Ingenieria Informatica, fan absoluto de Halo y amante de las buenas BSO y los buenos western. Actualmente desarrollando mi primer videojuego con enfoque empresarial. Cofundador de Teku Studios.