Advanced Physics Tutorial
by Dr Neko · in Torque Game Builder · 07/18/2012 (2:03 am) · 9 replies
Good morning,
I've been learning how to use T2D by completing the Official Documentation. I understand the basic use of rigid physics via Scene Editor (i.e. how to make an asteroid detect collision to a block). I like to learn how to recreate something similar I see on Apocalypse Demo. Mainly, how does one link more than one object and have it behave like a chain? I can't find any tutorial how to use that feature, or some other features mentioned (i.e. revolute, prismatic, distance, pulley, gear, mouse joints). I would greatly appreciate any help. Thank you.
I've been learning how to use T2D by completing the Official Documentation. I understand the basic use of rigid physics via Scene Editor (i.e. how to make an asteroid detect collision to a block). I like to learn how to recreate something similar I see on Apocalypse Demo. Mainly, how does one link more than one object and have it behave like a chain? I can't find any tutorial how to use that feature, or some other features mentioned (i.e. revolute, prismatic, distance, pulley, gear, mouse joints). I would greatly appreciate any help. Thank you.
#2
07/18/2012 (11:32 am)
I'm a bit lost. I can't seem to find the resources you mention. Also, are there any plans to update the resources? Is it up to date with iTorque?
#3
07/18/2012 (11:36 am)
Whoops sorry about the double post.
#4
I don't know what the versions it was oriented towards, though.
07/18/2012 (11:52 am)
If you search for Box2D, you'll find a number of discussions. Here's the project: https://code.google.com/p/tgb-box2d-integration/I don't know what the versions it was oriented towards, though.
#5
07/18/2012 (5:14 pm)
Thanks for the help but I have another question if you have the time to answer.It says on on the pdf file that I would have to use Visual Studio integrate Box2D into torque. Is there any other alternatives if I don't have visual studio?
#6
07/18/2012 (9:45 pm)
Thank you very much for your answer. I was able to read the documentation. However, I ran into the following snag: I'm running on a Mac since I also want to implement on iTorque. I don't see any documentation on how to implement with XCode.
#7
However there is no timeframe for this new version. It could be a few months or a few years away.
07/19/2012 (7:30 am)
Box2D is planned for future versions for Torque2D, www.garagegames.com/community/blogs/view/21737However there is no timeframe for this new version. It could be a few months or a few years away.
#8
07/23/2012 (12:47 pm)
Again thanks for the help. On a unrelated topic does the torque engine have real time networking already implemented and if so where is the document?
#9
07/24/2012 (10:10 pm)
Thank you so much for the response. I'm torn right now since the game I want to make relies heavily on Box2D. Even though I saw the blog about plans to integrate it, there's also a project David mentioned. If I go that route, I don't know how much I would need to rewrite once Torque implements it.
Associate David Montgomery-Blake
David MontgomeryBlake