DayOfWar Player Controls
by Bill Vee · 05/26/2008 (4:21 pm) · 7 comments
Just a small update showing off player controls.
Player movement 1
Player movement 2
I had to create a new player class to accomplish all the features I needed for my game.
The main thing I needed was a player that could orient itself to an arbitrary gravity point.
The new player class has replaced the old collision code and now uses a capsule instead of a box.
As you can see the capsule works very well.
My class supports all the functions of the original , move animations , damage , weapons , inventory , movement , jetting , etc ...
I had most of this coding done when 1.7.0 came out and I had to make a couple of changes to upgrade to the new version.
I am pretty happy with the results.
In the video with the ships ,when they explode the debris created is falling in the z-plane.
It is on my todo list.

Player movement 1
Player movement 2
I had to create a new player class to accomplish all the features I needed for my game.
The main thing I needed was a player that could orient itself to an arbitrary gravity point.
The new player class has replaced the old collision code and now uses a capsule instead of a box.
As you can see the capsule works very well.
My class supports all the functions of the original , move animations , damage , weapons , inventory , movement , jetting , etc ...
I had most of this coding done when 1.7.0 came out and I had to make a couple of changes to upgrade to the new version.
I am pretty happy with the results.
In the video with the ships ,when they explode the debris created is falling in the z-plane.
It is on my todo list.

About the author
#2
Jupiter in the background is a dts object and yes it is rotating.
You can't land on it.
It is just used for background scenery.
As for tips I suggest just looking thru all the resources.
But here are a few that helped me work out a few things.
Conform Player to Terrain
Add Radial Force and Vorticity to PhysicalZone.
Air Control. This one is part of 1.7.0 now but it is a good learning tool.
While none filled my needs exactly they did give me ideas on how to proceed as well as a better understanding of the engine.
05/26/2008 (5:35 pm)
@Morrock - Second link is up now. It was still uploading.Jupiter in the background is a dts object and yes it is rotating.
You can't land on it.
It is just used for background scenery.
As for tips I suggest just looking thru all the resources.
But here are a few that helped me work out a few things.
Conform Player to Terrain
Add Radial Force and Vorticity to PhysicalZone.
Air Control. This one is part of 1.7.0 now but it is a good learning tool.
While none filled my needs exactly they did give me ideas on how to proceed as well as a better understanding of the engine.
#3
For people wanting to use a DTS Shape (Planets, etc) in the background, search for fxShape.
05/27/2008 (5:05 am)
Looking goood.For people wanting to use a DTS Shape (Planets, etc) in the background, search for fxShape.
#5
05/27/2008 (7:01 am)
Looks fantastic. Lot of good work you have done there, Bill. Can't wait to see the resource.
#6
Anyway, I'm glad to see that you're still working on this game as it is probably the highest on my list of games
I cannot wait to see released.
05/27/2008 (5:03 pm)
As always, DayOfWar looks very good. This is really groundbreaking, having spherical terrain that players can walk on _and_ fly around in ships. I can't wait to play it. I'm curious how you made the terrain blocks spherical. Do you have any plan to create a resource for that?Anyway, I'm glad to see that you're still working on this game as it is probably the highest on my list of games
I cannot wait to see released.
#7
Caves , overhangs and arches are all possible. What is restricting people right now is the current atlas asset pipeline.
I do plan on releasing a resource for spherical terrains but I am not sure in what form would be the most beneficial to the community.
I have tinkered with a obj/3ds to atlas converter. I think this might be a better approach to serve developers than a simple heightfield to atlas converter would.
Exporting a terrain file from your favorite 3d editing software makes the possibilities limitless.
05/27/2008 (6:40 pm)
@Jesse - Atlas files are , for the most part , simple geometry and texture chunks. When you wrap your head around the whole concept of chunked LOD terrains you see that the actual shape of the geometry is virtually irrelevant.Caves , overhangs and arches are all possible. What is restricting people right now is the current atlas asset pipeline.
I do plan on releasing a resource for spherical terrains but I am not sure in what form would be the most beneficial to the community.
I have tinkered with a obj/3ds to atlas converter. I think this might be a better approach to serve developers than a simple heightfield to atlas converter would.
Exporting a terrain file from your favorite 3d editing software makes the possibilities limitless.

Torque 3D Owner Morrock
It looks great how smoothly you can fly and run, that custom class really got the job done. I've started rewriting my own player class, but I'm not too great at understanding collisions in Torque, are there any resources or links you looked at that helped you that you'd mind showin' me, or was it all just digging and learning on your own?
I can't wait to see what combat is gonna look like in that game once you get tons of players fighting across land and space.