Game Development Community

TGE-ODE integration 2

by Kage · in Torque Game Engine · 03/31/2005 (12:58 pm) · 154 replies

This is the second part of the ODE-TGE integration. It's still a "work in progress", but I figured I can update the progress whenever major enhancements are made. Demo for this has been removed.
Enhancements/Corrections
-multiplayer option enabled.
-interior object collision is constructed using abstractpolys from vehiclecollision brushes
-corrected the exception problem in the 1st version
-corrected the sign mesh object geom/body labelling, which was causing erroneous behavior

Features (same as before but I'll outline it again)
-terrain collision (height map, default terrain file)
-trimesh collision (.dts files)
-box and sphere collision (.dts files)
-infinite plane collision (.dts file, see the blue strip in the mission)
-interior collision (.dif file)
-ode vehicle (.dts file)
-ragdoll (.dts file, but yet applied to player.cc)

Required Work
-more work on the interpolation
-tie in ragdoll to player.cc
-correct the player response to ode
-verify TGE's default collision notification and damage process
-verify sounds

Let me know what you think.

Contents of the .rar file
-ode.zip & common.zip (leave them as they are)
-dll files
-exe file

You only need to uncompress the .rar file to a folder to play the demo.

edit: added the .rar contents

About the author

Professional gameplay programmer and have worked in the industry since 2004. Specialized in: animation system, player control, weapon system, AI, combat, camera, physics - ODE/Havok, optimization, and networking.

#81
05/27/2005 (6:46 am)
@Thc-03: Nothing to be sorry about. You always come up with good suggestions:) And you're right, it ultimately boils down to triangle collision detection and that's what happens in my code. You know that it makes sense to use the dts collision because it is the convex feature of the object and has much smaller triangle count than the actual mesh detail.

@The Force: I know that they like this enhancement. I'm having some discussions with a GG staff and he wants get his hands on the source code.
#82
05/27/2005 (7:03 am)
I seriously hope you are looking to get some sort of $compensation$ for this in the end like an add-on to the engine like the lighting pack or somthin. I would fork over the cash. Im not a coder but i think this is a huge undertaking or else it would be in the engine already. But thanks for the hard work your putting in on this and i look forward to implementing it.

**Torque is my crack and GG is my dealer** ;)
#83
05/27/2005 (7:06 am)
Yeah, this is pretty cool, looks like something Jeremy could use in his King of the Mountain game :). Definately something worth paying for if your going to make use of it.
#84
06/13/2005 (5:53 am)
How is this coming along?

Regards
Bardur
#85
06/13/2005 (7:12 am)
I'm curious too. It would be a dream come true for us.
#86
06/13/2005 (9:15 am)
Amd us too :)
#87
06/13/2005 (11:53 am)
Doesn't anybody know somthing to tell us about this FINE peace to intergrate to TGE?

Please somone

Regards
Bardur
#88
06/13/2005 (2:38 pm)
If you have a TGE license, you can read some forum posts about work that I've been doing regarding the fine toolkit that is ODE here.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7908
That was my last plan update about it. Since then there's been lots of work on it, but very little that's .plan fodder.

Gary (-;

PS Negative points for using FINE in the same sense as it's used in "RTFM", also negative points for misspelling piece.
#89
06/26/2005 (11:04 pm)
Here is an update to all that are curious about this project.

I had several discussions with Josh Williams from GG regarding this integration, and apparently he and some others are working on this exact thing. His work will integrate either ODE or Novedex physics to TGE and perhaps make it available as an add-on pack to the GG community (not quite sure about his intentions so I'm guessing here).

I've have completed and optimized most of my integration, including implementing ragdoll to player.cc and it's looking sweet, however, because of GG's perceived intent about their future product, I can't make my work available for free or otherwise. I'm sure this integration has been part of their business plan for some time, and I don't want to ruin what they've been planning.

I am noticing a trend with ODE/TGE integration. It seems there are lot of people who are becoming familiar/comfortable with it and have started their own integration. I see that ChunkyKs has his own work started as well as a few more GG members. They all look promising and are releasing their source code (cool!). I think they're doing the right thing since they're in the early stages of development and to probably recruit people for assistance. Good luck to those that are doing this work:)

So, what's the plan with this work? Nothing. I guess we have to do what we always do, wait for GG's product releases. As for my work, you'll see some cool games with this implementation. My first plan is to take the enhanced CD that I've demo'd and write a sequel to my Buggedout Rally game ,then afterwards I'll write a full blown action/adventure game using this ODE/TGE stuff.

I look forward to GG's release and everyone else that are involved in this work:) Again, good luck to all:)
#90
06/26/2005 (11:26 pm)
I hope somehow it's too early for me to understand... but

Quote:I can't make my work available for free or otherwise

I'm sure GarageGames would not go as low as to stopping you from releasing your version of it for free. It's GarageGames... Not Micro$oft! They would have a different way implementing this anyway. If someone brings out their own version the lightning pack, they wont stop you... It's probably not gonna be as good, but a free alternative.

But anyway... This news sucks and I'm quite dissapointed to hear this...
#91
06/27/2005 (4:51 am)
@Akio - You own what you wrote. You can release it. I'm sure GG doesn't want you not to release it. Don't waste all that hard work and effort. You owe it to yourself to release it.
#92
06/27/2005 (6:23 am)
I've also been awaiting your updates Akio, i had intentions of implementing ODE into TGE myself but after seeing your initial workings and others i held back purely on this effort as I'm sure your worl will be very warranted, I hope you do release what you have done as many people have been awaiting this whether it be free or an addon but i feel somehow that an official 1 would be different in the lines of all your effort going out the window :(....

Looking forward to your release
#93
06/27/2005 (7:31 am)
Quote:
"
I've have completed and optimized most of my integration, including implementing ragdoll to player.cc and it's looking sweet, however, because of GG's perceived intent about their future product, I can't make my work available for free or otherwise. I'm sure this integration has been part of their business plan for some time, and I don't want to ruin what they've been planning.
"

???
I guess you could release your work/source either for free if that's what you want or as an add on pack.
Probably what GG will come out with will be something better/more complete and at a different price range?

ODE == Open Dynamics Engine, a free open-source rigid body physics engine project led by Russell Smith. Extreme coolness.
How can someone stop you from doing some good work with an open source solution and not share it (for free or for a price) with the rest of the community....

Actually the way GG cares about the community, (in a good way of course, they do care from what I see), I find hard to believe they would make all the interested people WAIT for the release of a good TGE-ODE integration. Such resrouces can only benefit Torque.

Whenever.... whenever GG will come out with they own resource GREAT!
I didn't see GG try to stop the maker of cartography shop from having an exporter tool for Torque and GG is building Constructor...
I would rethink your decision...if you have a great resource in your hands... make it available... not necessarely for free... I see no problems with community members selling their hard work for a price... not everything has to be free...
#94
06/27/2005 (7:38 am)
Aiko,

I too have been awaiting word of your ODE integration, as it would obviate the need for me to write my own from scratch (not something I relish, being the only programmer on my project :)

I hope you rethink your decision, obviously there is a lot of demand for an ODE implementation in TGE, and in the absence of anything announced by GG, yours seems the most likely candidate.

I would say that, if GG tried to prevent you releasing your ODE work on the basis of it competing with an unnanounced plan of their own (and I really can't see this happening), I'd be given to rethinking my use of TGE...

Regards,

Seb Potter.
#95
06/27/2005 (8:10 am)
.
#96
06/27/2005 (8:45 am)
What Akio has said is that HE chooses not to release this information out of respect for GarageGames and the work that they are doing with their own physics integration. There is no extra story or skulldugery going on here, just a developers choice to respect his peers.
#97
06/27/2005 (9:14 am)
I understand everyone's disappointment, but my decision is a small sacrifice to make. I'm sure I don't have to tell anyone reading this forum how important GG is and what their success means, but it's undoubtable many of us will not succeed in our own business plans without them succeeding first. I belive TGE is the best engine for the money, and what's more, GG and its community is a big asset to me. I cannot foresee moving forward in my own plans without them.

There is a talk about collaboration with GG regarding this work, but one never knows about how these things will turn out. In mean time, I'll continue producing games as usual. That's my objective anyway, but every new game will be better and more enhanced than the previous ones. We can have it all eventually:)

Good luck to us all:)
#98
06/27/2005 (9:50 am)
What about the fixes to the collision detection code, Akio? I thought you had decided that the physics in TGE were working pretty well... and it was mainly just the CD code that needed work? Will you be submitting your improved CD code to the public, or will GG be scooping up your work to sell as in their ODE add-on? There's been no official announcement that an official ODE add-on will be made by GG anyway, so a lot of this whole thing seems based on your assumption that it will somehow undermine GG to release any ODE-releated code for TGE...

GG is supposed to be promoting a community effort, not grabbing up the best "stuff" out there, putting their name on it, and turning it into their own products (kinda like M$ does)...
#99
06/27/2005 (10:27 am)
Guys I think you are jumping to conclusions about Akio's and GG's intent. They had talks and we don't know what their plans are. There could be some NDA stuff preventing anyone (Akio or GG staff) from saying anything. Accept what Akio has said and see what happens. It seems like Akio is content with the situation so lets see what happens before we go crazy. :)
#100
06/27/2005 (11:01 am)
Hopefully something will come out soon. I've been using ODE on and off for a couple of years, it also doubles as a pretty good collision library if you want pretty fast arbitrary collision meshes, which would be something I'd be interested in using it for in TGE with the stuff I'm doing.