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Physics revamp?

by Adam Zeliasz · in Torque 3D Beginner · 02/17/2010 (4:40 pm) · 1 replies

I noticed that on the Torque 3D blog that the engine is going to integrate Bullet, and will also include PhysX. Is there a reason for that integration? Pro's/cons of each and the thought behind that?

Thanks!

About the author

My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.


#1
02/17/2010 (10:14 pm)
One of the keys to the Bullet integration is to further abstract the physics interface so that it will become easier to integrate other physics libraries. It also provides cross-platform support rather than relying on very old Aegia Mac libs--which we have not done in the past with Torque 3D even though there were demos and tests with TGE. We targeted the current PhysX SDK, which is only available on certain platforms (Windows, consoles with console licensing) and with certain exporters (Max, Maya, and XSI).

There are a number of decisions behind this move, but I like to think that further abstraction and componentization of Torque 3D is one of them.