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Enhanced Collision DLL Pack now NOT on sale
Enhanced Collision DLL Pack now NOT on sale
| Name: | A | ![]() |
|---|---|---|
| Date Posted: | Dec 19, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for A |
Blog post
Click on the image below to download the enhanced collision DLL pack. It includes enhCollision.dll, enhCollision.lib, and header files to build and test the collision response in your own build. It's a trial version with expiration, 790KB.

You can see this in action - starter.racing, 5.9MB.
edit: removed the package demo, as per request by GG staff. Starter.racing demo is still available.

You can see this in action - starter.racing, 5.9MB.
edit: removed the package demo, as per request by GG staff. Starter.racing demo is still available.
Recent Blog Posts
| List: | 04/09/06 - max2dif exporter 12/19/05 - Enhanced Collision DLL Pack now NOT on sale 10/05/05 - Plan for Akio 09/29/05 - Plan for Akio |
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Submit your own resources!| A (Dec 19, 2005 at 12:04 GMT) |
// in the class ShapeBaseConvex : public Convex, add a friend class
friend class DynShape;
The dynamic.cc and .h files are not provided with the demo.
| Stefan Beffy Moises (Dec 19, 2005 at 12:28 GMT) |
What about vehicle-vehicle collisions, are those improved, also?
What about networking? Does this work in multiplayer?
| Michael Cozzolino (Dec 19, 2005 at 15:35 GMT) |
| Jaimi McEntire (Dec 19, 2005 at 16:44 GMT) |
| Kirby Webber (Dec 19, 2005 at 16:57 GMT) |
Also, providing this al works with the networking code, etc., you might talk with GG about providing this as an add-on ala Torque Lighting Kit.
~ Just a thought =)
| A (Dec 19, 2005 at 16:57 GMT) |
Also included in the enhCollision.rar is a set of instructions on how to merge the changes to create your own build. No source will be available with this purchase.
Enjoy.
| Tom Bampton (Dec 19, 2005 at 17:29 GMT) |
Trying to sell something to this community, where every other pack for sale includes source, makes this seem kind of strange. The fact you've built it on, as far as i can tell, cross platform components makes it even weirder ... if you provided source, it would more then likely be possible for someone to get it to work on the other platforms.
T.
| Jaimi McEntire (Dec 19, 2005 at 19:20 GMT) |
1. peace of mind - So if you decide to stop supporting it, I have at least a rats chance of fixing bugs or making enhancements.
2. Other platforms - MAC and Win64.
3. Ability to change compilers without regenerating import lib or writing the code to manually load DLL.
It's your product (obviously) - just trying to let you know what would make me consider purchasing it.
| A (Dec 19, 2005 at 20:04 GMT) |
| Adrian Tysoe (Dec 19, 2005 at 20:24 GMT) |
| Brian McGavin (Dec 19, 2005 at 20:39 GMT) |
4. If bug fixes are released for v1.4 of Torque or a new version of Torque comes out. The code could easily break.
5. Your customers can help point out mistakes and help you make improvements.
Also I grabbed your code and I think you had a mistake in your example code.
ehconvex.h should have needs to define InteriorMapConvexType in enum ConvexType
Edited on Dec 19, 2005 20:40 GMT
| Jeremy Alessi (Dec 19, 2005 at 21:41 GMT) |
| A (Dec 20, 2005 at 00:08 GMT) |
Good news is that I will post free libraries for Win and Mac platforms on a later date and you can use it however you like.
| James Laker (BurNinG) (Dec 20, 2005 at 06:55 GMT) |
| A (Dec 20, 2005 at 07:03 GMT) |
Quote:
selling or distributing derivative engine enhancements isn't authorized even with a commercial license
| James Laker (BurNinG) (Dec 20, 2005 at 07:07 GMT) |
| A (Dec 20, 2005 at 07:11 GMT) |
| Jeremy Alessi (Dec 20, 2005 at 07:11 GMT) |
| James Laker (BurNinG) (Dec 20, 2005 at 07:26 GMT) |
Note to all Lightning Pack Defenders:
Not trying to pick on Lightning pack here though... It's apparently awesome!
| Jeremy Alessi (Dec 20, 2005 at 07:42 GMT) |
| Jorgen Ewelonn (Dec 20, 2005 at 08:22 GMT) |
Quote:
Hmm, now that I've reread the quote, I guess I can't distribute the free stuff either, hehe. So much for that.
then I reread the licens:
Quote:
(c) Licensee may not: (i) create any derivative works of the Engine, including translations or localizations, other than the Games; (ii) reverse engineer, or otherwise attempt to derive the algorithms for the Engine
Akio is right.
I'm no lawyer but that basically deems most resources illegal as I see it...
Any official comment ?
Just to clarify and as a possible flamewar prevention measure, I am not trying to bash the product here, merely asking a question regarding the above quote from the license and its impact on additions to the engine wich is based on code originally written by the licensors (GG).
[edit]correction regarding point of origin[edit]
Edited on Dec 20, 2005 08:27 GMT
| James Laker (BurNinG) (Dec 20, 2005 at 08:35 GMT) |
Quote:
(c) Licensee may not: (i) create any derivative works of the Engine, including translations or localizations, other than the Games; (ii) reverse engineer, or otherwise attempt to derive the algorithms for the Engine
translates to
Quote:
(c) Licensee can't: (i) do sh1t unless we say so; (ii) use the code because you licensee has the source, which means it's already reversed engineered. (iii) Battle us in court because we have a License Agreement that bans everything, we're just not bothered until you step on our toes.
:-P (I meant that in a good sense as a joke... not flaming GG)
| Jorgen Ewelonn (Dec 20, 2005 at 09:40 GMT) |
I am under the impression that the license was written this way to avoid deritive work (including parts of original source code) being sold to non-licensees, which is obvious but leaves some room for misunderstanding.
As we stand today, every resource (deritive work) is moderated (and needs to be approved by the Licensor) before release. This could be reflected in the license to avoid situations like this one again.
| James Laker (BurNinG) (Dec 20, 2005 at 14:15 GMT) |
Here's a pile of wood all cut into the right sizes to make a house...
You can cut some out there... and add some there and sell the house,
but you can't sell the wood for fire!
| A (Dec 20, 2005 at 15:31 GMT) |
| Ray Noolness Gebhardt (Dec 20, 2005 at 17:22 GMT) |
Quote:
"...selling or distributing derivative engine enhancements isn't authorized even with a commercial license..."
In the case of posting your code as a resource, Garage Games is actually distributing your code. Resources are also moderated / authorized by Garage Games, before the general public may access them. You are not breaking the EULA in any way by posting a resource.
| David Tiernan (Dec 20, 2005 at 17:25 GMT) |
Just a thought, I really appreciate the work you have done and have often referred people asking about collision and vehicle issues to do a search for your threads as they have been enlightening.
| Jorgen Ewelonn (Dec 20, 2005 at 17:46 GMT) |
Quote:
In the case of posting your code as a resource, Garage Games is actually distributing your code.
Well, that sort of made sense .. good point there Ray.
| Michael Cozzolino (Dec 20, 2005 at 18:42 GMT) |
| A (Dec 20, 2005 at 18:59 GMT) |
| Josh Williams (Dec 20, 2005 at 19:57 GMT) |
I hope that thinking it through like that, you can see why it is necessary (and actually good) that the EULA has this kind of protection. Also of course please know that we always want to work with folks to create products that are based on the engine. Witness Melv and T2D, John Kabus and the Lighting Kit, Dave Wyand and TST Pro, and some others to come next year. :) We are obviously open to making exceptions when and where it makes sense to do so, after talking it through with the developer of a product.
To note as well for folks that are interested in Akio's enhanced collisions and in physics in general... we have some very cool projects going on here internally regarding physics, which we aren't quite ready to talk about in public yet. And we're also hoping to work with Akio to make his project available via appropriate means, and hopefully even integrate and work well with the internal collision and physics projects we have going on here.
Edited on Dec 20, 2005 20:04 GMT
| A (Dec 20, 2005 at 20:01 GMT) |
| Josh Williams (Dec 20, 2005 at 20:05 GMT) |
Edited on Dec 20, 2005 20:05 GMT
| David Tiernan (Dec 20, 2005 at 20:06 GMT) |
Akio I am working for a game project that is commercial (with commercial licensing) and after the holidays when we really gear up will be contacting you to see where this is going.
| Andrew Hull (Dec 20, 2005 at 21:42 GMT) |
What are your rates for hire??? :-)
| Michael Cozzolino (Dec 21, 2005 at 13:23 GMT) |
| BrokeAss Games (Dec 27, 2005 at 15:11 GMT) |
I had a little money left from xmas and was coming to pick that up.
That's what I get for waiting.
Guess I got Grinched.
Ari
Edited on Dec 27, 2005 15:12 GMT
| A (Dec 28, 2005 at 17:32 GMT) |
Quote:
As for Akio's work in particular, it seems really solid to me from what I can see so far. We'd be glad to work with him on an ODE or physics SDK project, but that doesn't mean we want to stifle other projects, or that we want to try to impede Akio's progress or release on his own.
Edited on Dec 28, 2005 17:33 GMT
| Treb Connell (formerlyMasterTreb (Dec 30, 2005 at 21:27 GMT) |
| BigPapa (Jun 06, 2006 at 14:36 GMT) |
| Ron Nelson (Jan 09, 2007 at 11:58 GMT) |
Is there anyway you would consider releasing this as a resource. I know that there where issues with you being able to sell it, but it would be a terrible loss to the community to not be able to have this.
Edited on Jan 17, 2007 22:05 GMT
| Ron Nelson (Nov 02, 2007 at 05:39 GMT) |
Please consider either releasing your code, or give a price that it would take for you to modify ours so it works with your ODE integration.
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