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.

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.

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?

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.

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.