Game Development Community

Rts + Physx

by Daniel Bennifer · in RTS Starter Kit · 09/04/2008 (9:11 pm) · 4 replies

Hey Everyone,

Im currently working on my own RTS Project along with a few others, We are considering the idea of adding PhysX in.

We have seen some guides/documentation on this.. Aimed at the FPS Starter kit. However, I have some questions about the resource itself...

Is the resource up to date? (Aka, Anyone know if it works with the latest version of TGE?)

The resource we are currently looking at is, http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10258

Im also wondering about the lisence of PhysX, Would there be a problem with us releasing this with are commercial game product?


Thanks,
Daniel

#1
09/04/2008 (10:33 pm)
That would be pretty cool to get into the RTS-SK. But to make it work, I'm 99% certain you'd have to modify the RTSUnit class. RTSUnit has a concept of a "MoveDestination", and RTSUnits move slavishly towards that destination. The RTSUnit class skips over and/or ignores a lot of the logic in the Player class. Since PhysX hooks into the Player class, any movement induced by PhysX might get skipped over, too.
#2
09/04/2008 (10:39 pm)
Thanks for pointing that out Geom. I hope some others also have ideas on how to implement this and maybe even some more problems it may bring up.

Id like to get the current guide of PhysX set up and compiled under the RTS kit for starters, Then work on from there (Such as crates, boulders, Alike in the videos shown in the resource).

Thanks,
Daniel
#3
09/04/2008 (10:45 pm)
Interesting guys! keep us informed of your progress Daniel :)
#4
09/13/2008 (4:46 pm)
This sounds like a very interesting project.

It reminds me of the physics in AOE III. The cannonballs bounce around and individual building pieces explode in different directions, reacting with their environment. These elements made that game so much more fun to play.

This resource could be extremely beneficial to many rts projects.