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Torque Game Engine Advanced

Torque Game Engine Advanced
Name:Kevin Erkelenz
Date Posted:Mar 27, 2007
Rating:1.0 out of 5
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Hey folks,

I just ran across a random forum post regarding TGEA and I remembered a question that I asked myself earlier this day! The name Torque Shader Engine was changed into Torque Game Engine Advanced for a reason I recall, and this reason was that it had so much more to offer than "just" shaders (i.E. Atlas) and here is my actual question to you people at GG:

In any update of TGEA (v1.1 i.E.) will there be an integration of one of the many licensable physics engines out there or even a ground-up written one for Torque? That is the only thing I miss from 3D GameStudio is the ability to build a quick "game" and play around with physics and also it can add a whole lot of realism to a game since now tith dual and quad core processors games are not only prettier but also "smarter".

If this has been asked a billion times before or If this has been stated somewhere, Im sorry I havent been on my computer for the last 5 days so excuse me.

Have a good one guys and keep up the work,
-Kevin

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Michael Perry   (Mar 28, 2007 at 00:16 GMT)
There have been no posted plans or threads from the Torque developers of the various Torque Engine to implement new physics engines. I know there are a lot of community members who have already implemented ODE and PhysX. There are even some resources related to this subject.

Unless directly mentioned, I wouldn't count on an update from GG to implement a physics engine any time soon. Who knows, maybe they'll surprise us with that some day, but it would be a surprise because it hasn't ever been included in the various TGE iterations.

Thanks, btw, I just got another FAQ from your blog I can add to the TDN resource.

Ian Roach   (Mar 28, 2007 at 02:03 GMT)
Actually i have heard whispers that there is a torque - ageia physics integration, not sure if its official or anything though.

Kevin Erkelenz   (Mar 28, 2007 at 03:47 GMT)
@Michael: You're welcome ;)

PhysX licenses are expensive and are not necessarily ment for Indies to be used, I think you might as well go with Havok or any equivilant engine, but if there have been tries then there is still hope - who know maybe Ill try to add some physics to Torque some day if they havent done it yet
Edited on Mar 28, 2007 03:47 GMT

Neo Binedell   (Mar 28, 2007 at 04:58 GMT)
@Kevin:

How expensive is Free?

PhysX Licensing page

They smartened up and realized if more devs use their SDK, more people would probably buy the hardware

;p
Edited on Mar 28, 2007 05:01 GMT

mb   (Mar 28, 2007 at 13:49 GMT)
PhysX in TGE Version 0.2 (Work-In-Progress)

If anyone has a fresh copy of TGE or TGEA w/ physX implemented can I please have a copy? I'm going to try to do the resource again but I didnt have much luck the first time.

Henry Todd   (Mar 28, 2007 at 21:20 GMT)
mb: You'll find that there are still a few glitches with that implementation, but it's getting pretty close to workable. That said, you should be able to follow the steps outlined and get it working with no trouble. I don't have an implementation on a "clean" copy of TGE, unfortunately, or I'd just post it.

Make sure to read the entire comment log in the resource, *especially* the post by decryptoid on Dec 17, 2006. That will explain how to get the PhysX timescale to line up with Torque's so objects won't move at unreasonable speeds.

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