Game Mechanics Kit now with *Physics Pack*
by Yuri Dobronravin · 04/10/2009 (11:24 am) · 19 comments

Greetings everyone!
I told in my previous blog that we gonna have some kind of physics support in the future versions of GMK. But I didn't realize then how physics support is actually important to TGE/A users. I have a lot of conversations with our customers and nearly all of them showed their interest in having rigid bodies or ragdoll capabilities for the needs of their development.
That's why we made integration of physics support our number one priority.
Meet Game Mechanics Kit Physics Pack!
Now we're finishing development and heading for the release sometime next week.
Use link below to download 'Orcs Rule' game with Physics Pack and Cut-Scene Editor demonstration.
DOWNLOAD DEMO GAME (56Mb)
So, what this all about?
- Fully abstract physics API with two concrete implementations of ODE and Bullet available for your choice. Adding support for different physics library (PhysX, Newton, Havok) won't be very hard task.
- Currently GMK Physics Pack supports rigid bodies and ragdolls, we're also thinking of adding destructible items in the future versions.
- 100% network multiplayer compatible. Smart interpolation/prediction system makes moving of the physics object on the client side very smooth and plausible, even with slow connection with ping of about 100-200ms.
- No CPU overhead while running in single player mode. There is only one shared instance of client and server physics world.
- No changes for original TGEA physics. GMK Physics Pack interacts transparently with any of Torque's physic/collision objects like players, explosions or projectiles.
- Full GMK integration. You can place physics object right within GMK Editor.
- Support for collision sounds for rigid bodies.
What about the price? Very simple. It's FREE for all users of GMK.
So if you already own GMK just wait for the email with download link to arrive. Otherwise you can get GMK right now and play with its features and editor till the Physics Pack release in a few days.
You can learn more about Game Mechanics Kit or buy the full version from OUR SITE.
Yes, there's also a full value Cut-Scene Editor coming int the next version of GMK. But this topic deserves a separate blog, and I'll do it very soon.
Questions are welcome! Ask right here or drop me an email at logicking@logicking.com
#2
04/10/2009 (11:38 am)
wow the kit looks allot better now. :P
#3
04/10/2009 (11:40 am)
Wow. That really looks good. True to my word, I have purchased the kit. Looking forward to the phyics & ragdolls. Thanks!
#4
04/10/2009 (12:34 pm)
Thats awesome Yuri! The Kits looking great! I may have to pick this up tonight.
#5
04/10/2009 (12:36 pm)
Wow... real, *networked* physics seems to be something a lot of people have been looking for for a long time! How's the performance with lots of physics objects?
#6
Awesome job again!!!
04/10/2009 (1:23 pm)
@Yuri: Awesome job my man ... I am really looking forward to this one for both Twilight Wars and Soul Wars. On a side note ... I am almost done putting the GMK into Soul Wars which is a TGEA 1.7.1 with AFX 1.1.2 custom installation. :)Awesome job again!!!
#7
04/10/2009 (2:06 pm)
Very nice! How is that ragdoll done, using ODE?
#8
04/10/2009 (2:13 pm)
Sweet, I'd say you just upped your sales of your kit by a good amount by adding this to it.
#9
Its done with Bullet in the video and in the demo. However it will support both ODE and Bullet rigid bodies and ragdolls in the upcoming GMK 1.1.0.
04/10/2009 (2:26 pm)
@bryceIts done with Bullet in the video and in the demo. However it will support both ODE and Bullet rigid bodies and ragdolls in the upcoming GMK 1.1.0.
#10
04/10/2009 (4:06 pm)
The ragdoll physics and cut-scene editor definitely have me interested. You can count on my purchase in the (relatively) near future. ;)
#11
04/10/2009 (4:14 pm)
@Yuri, great job. Can you give us an idea on how difficult it will be to integrate the ODE or Bullet stuff into our own projects? Will it already be included in the kit or will we have to integrate one of the resources our selves?
#12
Performance is similar to the ones of ODE or Bullet engines. Physics Pack itself just provides an abstract layer between physics engines and Torque. And of course it does a networking synchronization. You can even choose what kind of data you wish send over the network. For example, if you have an MMO game, you might want to save server CPU time and prefer to not calculate ragdoll physics on server. No problem then, just set the proper flag in scripts and ragdolls will be 'client only' feature. Yes it may looks a little different on different clients, but this will be a real economy.
@Ryan
The installation of Physics Pack is two step process.
First step, is installation (or update) of GMK 1.1.0 to your Torque. This step is no differ to current GMK setup. By default GMK has a "dummy physics" library. It means you can place rigid bodies and ragdolls in the editor and they will do nothing but stay still.
The second step is a installation of chosen physics library. You might want Bullet or ODE, or even both concurrently.
Then you have to add to your VC++ .proj file following information:
- Path to lib files (precompiled lib files will be in the GMK package)
Project Properties->Linker->General->Additional Library Directories
- Name of the lib files to link.
Project Properties->Linker->Input->Additional Dependencies
- Path to lib's include files (files will be also in the kit).
Project Properties->C/C++->General->Additional Include Directories
That's all, if I didn't forget some small details. Of course, there will be an installation guide.
The whole process will take a few minutes.
04/11/2009 (7:44 am)
@Daniel Buckmaster Performance is similar to the ones of ODE or Bullet engines. Physics Pack itself just provides an abstract layer between physics engines and Torque. And of course it does a networking synchronization. You can even choose what kind of data you wish send over the network. For example, if you have an MMO game, you might want to save server CPU time and prefer to not calculate ragdoll physics on server. No problem then, just set the proper flag in scripts and ragdolls will be 'client only' feature. Yes it may looks a little different on different clients, but this will be a real economy.
@Ryan
The installation of Physics Pack is two step process.
First step, is installation (or update) of GMK 1.1.0 to your Torque. This step is no differ to current GMK setup. By default GMK has a "dummy physics" library. It means you can place rigid bodies and ragdolls in the editor and they will do nothing but stay still.
The second step is a installation of chosen physics library. You might want Bullet or ODE, or even both concurrently.
Then you have to add to your VC++ .proj file following information:
- Path to lib files (precompiled lib files will be in the GMK package)
Project Properties->Linker->General->Additional Library Directories
- Name of the lib files to link.
Project Properties->Linker->Input->Additional Dependencies
- Path to lib's include files (files will be also in the kit).
Project Properties->C/C++->General->Additional Include Directories
That's all, if I didn't forget some small details. Of course, there will be an installation guide.
The whole process will take a few minutes.
#13
04/11/2009 (9:20 am)
Wow, I've been playing this for a while and I'm really impressed. Very nice job!
#14
04/11/2009 (1:37 pm)
Very cool, and this is compatible with TGE 1.52 too ?
#15
Yes. Physics Pack will be available for TGE 1.52, but it may late for some time.
04/12/2009 (12:29 am)
@Javier CanonYes. Physics Pack will be available for TGE 1.52, but it may late for some time.
#18
>Just updated.
>Very cool.
>No terrain support for physics?
There is terrain support already (will be in GMK 1.1.1). I've sent you two missing files by email.
04/29/2009 (2:54 am)
@BrokeAss Games>Just updated.
>Very cool.
>No terrain support for physics?
There is terrain support already (will be in GMK 1.1.1). I've sent you two missing files by email.
#19
05/01/2009 (7:43 pm)
Thx!
Torque Owner Stephen
GearedMind Studio