Game Development Community

Soft Physics

by Jay · in Torque Game Engine · 03/19/2002 (10:55 am) · 7 replies

Is there any way to alter the physics in Torque? One of the things that I hated about Tribes2 was how it felt like you were moving in slow motion. This is the same in the fps demo. Although the racing mod is VERY fun :), the movement is sluggish when you drive or even fall or go off jumps. Also, the player model moves through the "air" as if it was on the moon.. Is it possible to make the physics more solid and less....floaty?

-thx

#1
04/12/2006 (6:55 am)
Bump on this. I would also like to know if this is possible.
#2
04/12/2006 (7:04 am)
Also interested in this
#3
04/12/2006 (7:09 am)
You have the source code--go in and alter the physics!

Most of it is even in the datablocks (script), so you don't even need the source code for that.
#4
04/12/2006 (1:46 pm)
Someone once said to me "Use the source Luke!"

Chopsy git....!
#5
04/12/2006 (2:20 pm)
There's a very simply way to get faster physics/movement: add a local timescale to the object you want to go faster.

As example, we are working on a jetski racing prototype, and I couldn't get it to move faster without messing the physics too much. Then I found that using a higher $timescale tweaking the vehicle datablock force values made it feel much better. To prevent the whole game from running in overspeed, I went to Vehicle::updatePos and added this ugly line right at the beginning:

dt *= 1.75;

The variable "dt" is the time delta. This makes all vehicles work in a increased speed.
#6
04/12/2006 (2:22 pm)
Just go into player.cs and start messing around with the datablock settings. You can very quickly and easily make the player move faster.
#7
04/12/2006 (5:15 pm)
The orc is also nearly 2 meters tall. This alters the sense of scale and makes it feel unnaturally slow. Bump up the gravity to get a better feel. Kork runs pretty fast already so increasing the move speeds will have you fudging numbers rather than moving toward realism to get a realistic feel.