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.

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#141
06/28/2005 (12:55 pm)
As far as TGE's current physics and collision... there are a few things we could clean up in the current collision system. For example, it'd be nice to update our GJK implementation to take advantage of research that happened after this stuff got into Torque (caching, etc). I can say flat-out though that if we can make time to do this work, we wouldn't "sell fixes". That'd be shitty, and it's not what we're about at all.

And we are doing some collision and physics updates already (for free, obviously). Torque 1.4 has *a lot* of good work in it on this front. Clark, Brian, Tim G, and Ben spent a lot of time working on some of the vehicle physics problems in 1.3, and this work actually ended up fixing some larger networking and collision problems. This was a pretty big undertaking of very advanced engineering, and I'm really happy we tackled some of this stuff for 1.4. Their work will benefit everyone who uses Torque physics, especially in multiplayer settings. Also, Matt F recently removed the collision hull limit on DTS shapes (IIRC), so there's another bit of collision work done recently.

If we did integrate an entire new physics SDK, or made a vastly new physics system that operated cleanly as an add-on to the engine, that kind of work might make sense as a new product. But there's no way we're going to just do a minor clean-up of existing collision and physics code and try to sell it. That'd be a stupid, stupid business move, and it just wouldn't be cool.

Likewise, it'd be pretty stupid of us to start trying to stifle cool community products, just because they may or may not be similar to things we work on. The fact that we have a vibrant, active, talented community of developers who helps each other out and is always working on cool stuff is one of the absolute coolest, most powerful things about this place. The more cool projects that come out here, the better (for us, for Torque, and for the whole community).
#142
06/28/2005 (11:48 pm)
Josh... The news about 1.4 awesome :) Cant wait!
#143
06/29/2005 (1:37 am)
Yes... the 1.4 news is great stuff!
#144
06/29/2005 (5:24 am)
Yeah Clark's work looks awesome. Not sure if it is ready for 1.4 release but here is hoping :)
#145
06/29/2005 (11:57 am)
The stuff Clark was talking about in recent .plans won't go in 1.4, no. But a lot of his other work on collisions and network updates is.
#146
06/30/2005 (2:55 pm)
*starts chanting*

CODE CODE CODE CODE CODE CODE CODE....


<3
#147
06/30/2005 (4:23 pm)
*starts chanting*

AKIOS DECISION AKIOS DECISION AKIOS DECISION AKIOS DECISION AKIOS DECISION AKIOS DECISION
#148
06/30/2005 (4:42 pm)
*starts wondering*

WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L, WHAT THE H**L...

Bye, Thc. ;-)
#149
06/30/2005 (9:36 pm)
Quote:The stuff Clark was talking about in recent .plans won't go in 1.4, no. But a lot of his other work on collisions and network updates is.

Yay on the collisions and network updates.

I'm still looking forward to Clark's other stuff. It gave me some great ideas.
#150
07/16/2005 (8:50 pm)
And then all eyes turn to Gary
...(Gary's a good man)
#151
09/15/2005 (8:42 am)
Darn it and this was exactly what I had been looking for.
#152
09/15/2005 (3:02 pm)
@Ron: As Digital Dave said above, you're more than welcome to look at my stuff. It is in progress, along with another biggish project I'm working on, but recently life has caught up with me in a rather rapid manner, so I'm dealing with that before doing personal projects. Please feel free to ask questions in the above linked thread, or even email me directly if you'd like.

Gary (-;
#153
07/09/2006 (6:02 pm)
So...... How is everyone?
#154
12/31/2007 (3:44 am)
Any progress on this?
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