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Integrating a Physics Engine into TorqueX
Integrating a Physics Engine into TorqueX
| Name: | Shawn Simas | |
|---|---|---|
| Date Posted: | Oct 26, 2007 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Shawn Simas |
Blog post
I've been struggling over the last little while to come up with a game idea that sounds entertaining, but is also within my skill sets (I'm no artist, and I'm not a super-ninja programmer) so I could actually get something completed.
Because of the difficulties in finding 3d modelers / animators who work within my budget/free, I decided on making a 2d game. I've played with TGB before, but never really got too into it. C# is my language of choice, it may not be as fast as C++, but it does give a good boost in productivity, and being a one-man team, that's something very good. So, with the release of the 5 tutorials for TorqueX I decided to dive in and give it a shot. I really fell in love, I just adore the component system.
Now, I had my engine decided, and I knew I wanted a 2d game... but that was about as far as I could get. I had no clue what type of game to make... so I thought about what kind of games I like. I really love physics-bases 2d games... so I tried to think up some good ideas.. and couldn't get anywhere.
I did realized that If I wanted a true physics-based world, the default physics in TorqueX just wouldn't cut it, I'd need a proper physics library. So, I did a quick search on google and came across Farseer. It's written in C# for the XNA platform and works on Windows/XBox360/Silverlight. It sounded like the perfect choice.
I was able to get it integrated without any hassles and started work on exposing the physics functionality to TXBuilder through the component system and was able to get a few things made. I'm having great fun working on this, but... still no game idea!
You can click here for a You-Tube video showing me in TXB designing a quick rope-bridge and dropping some boxes on it. It demonstrates how I was able to expose the physics to TXB for ease of level building.
Click to download a higher res version of the movie (Windows Media Format)
Because of the difficulties in finding 3d modelers / animators who work within my budget/free, I decided on making a 2d game. I've played with TGB before, but never really got too into it. C# is my language of choice, it may not be as fast as C++, but it does give a good boost in productivity, and being a one-man team, that's something very good. So, with the release of the 5 tutorials for TorqueX I decided to dive in and give it a shot. I really fell in love, I just adore the component system.
Now, I had my engine decided, and I knew I wanted a 2d game... but that was about as far as I could get. I had no clue what type of game to make... so I thought about what kind of games I like. I really love physics-bases 2d games... so I tried to think up some good ideas.. and couldn't get anywhere.
I did realized that If I wanted a true physics-based world, the default physics in TorqueX just wouldn't cut it, I'd need a proper physics library. So, I did a quick search on google and came across Farseer. It's written in C# for the XNA platform and works on Windows/XBox360/Silverlight. It sounded like the perfect choice.
I was able to get it integrated without any hassles and started work on exposing the physics functionality to TXBuilder through the component system and was able to get a few things made. I'm having great fun working on this, but... still no game idea!
You can click here for a You-Tube video showing me in TXB designing a quick rope-bridge and dropping some boxes on it. It demonstrates how I was able to expose the physics to TXB for ease of level building.
Click to download a higher res version of the movie (Windows Media Format)
Recent Blog Posts
| List: | 10/26/07 - Integrating a Physics Engine into TorqueX 08/16/04 - Plan for Shawn Simas |
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Submit your own resources!| Pesto126 (Oct 26, 2007 at 12:13 GMT) |
| Neil .S (Oct 26, 2007 at 12:54 GMT) |
i find as a one man army, games evolve, they are hardly designed.
anyway, good luck with your game and keep us posted with your progess.
Neil
| David Montgomery-Blake (Oct 26, 2007 at 13:16 GMT) |
| Don Hogan (Oct 26, 2007 at 13:22 GMT) |
| Shawn Simas (Oct 26, 2007 at 18:39 GMT) Resource Rating: 3 |
Don: Yea, it's hard to follow on the little YouTube window... but yes, I created a RopeBridgeComponent that you throw onto a start point and choose an end point, and it will create the bridge for you, without having to manually place all the pieces inbetween.
| Patrick (RollerJesus) (Oct 26, 2007 at 18:40 GMT) |
Patrick
| Shawn Simas (Oct 26, 2007 at 22:15 GMT) Resource Rating: 3 |
| Abimael Avila (Jun 18, 2008 at 22:21 GMT) Resource Rating: 4 |
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3.5 out of 5


