Game Development Community

Enabling Bullet Physics

by JeffH · in Torque Game Engine Advanced · 04/15/2012 (11:39 am) · 3 replies

Does anybody know how to enable Bullet Physics in torque game engine advanced? Is it done through C++ or torqueScript. I see in Torque3D you use the physicsInit() method, but that don't exist in torque game engine advanced.

#1
04/15/2012 (5:54 pm)
It would have to be integrated on a source level before it could be enabled. Torque 3D has a physics abstraction layer that makes it somewhat easier to integrate physics apis, TGEa not so much.

I don't think there were ever any Resources posted on integrating physics into TGEa, but I do recall some forums posts from years back that discussed various user's implementations of ODE, Bullet, and PhysX.
#2
04/16/2012 (2:55 am)
There's a version of Games Mechanics Kit for TGEA. That comes with the Bullet Physics layer integrated within it. Might be an easier option for you.
#3
04/19/2012 (4:39 pm)
Thanks guys.

I'll look through the forums and see what I can find.