How to make the racing mod
by Kirby Webber · in Torque Game Engine · 11/05/2003 (5:07 am) · 5 replies
I seem to remember there being a (semi adequate) tutorial on how to kill the dependencies of the racing mod on the fps directory.
I've searched the forums and the resources, but cannot seem to locate this information.
In the interest of easing resource management, I'd really like to do away with the fps directory all together leaving only the /common and /racing directories.
If someone can point me to the appropriate information I'd really appreciate it.
Incidentally, I am working with version 1.1.2 if that is of any consequence ( I think the directory structure was changed in v. 2.0?)
Thanks in advance.
P.S.
To Ben and all the other associates lately it seems that questions aren't going unanswered for very long. It has seemed as of late (to me anyway) that the associates are fielding an increasing number of questions about the engine.
Just wanted to say that this is recognized and appreciated. =)
I've searched the forums and the resources, but cannot seem to locate this information.
In the interest of easing resource management, I'd really like to do away with the fps directory all together leaving only the /common and /racing directories.
If someone can point me to the appropriate information I'd really appreciate it.
Incidentally, I am working with version 1.1.2 if that is of any consequence ( I think the directory structure was changed in v. 2.0?)
Thanks in advance.
P.S.
To Ben and all the other associates lately it seems that questions aren't going unanswered for very long. It has seemed as of late (to me anyway) that the associates are fielding an increasing number of questions about the engine.
Just wanted to say that this is recognized and appreciated. =)
#2
This was deemed to be due to a calculation where the engine attempted to determine (predict) the closest point of impact - occassionally however, two vertices would wind up equidistant to the exact point of impact, bringing the vehicle to a halt and rendering it immobile.
The "fix" for this was to (summarizing ;-) rip that section of code out - which worked, for the most part.
The *problem* with this "fix" is that now extremely fast moving objects can pass right through the terrain on impact. Basically the object is drawn approaching impact, and during the phase wherein the engine is running the predicted collision, the object passes through the terrain into never never land. (Serious summarizing there ;-)
For this reason I'm forced to use 1.1.2 because my objects move at extreme velocities - therefor, the newer revs are completely inadequate.
I suppose I could re-implement the calculation in the newest version, but at this point have no idea (can't remeber) where and what *exactly* was removed, nor what to replace with it in the newer versions. =/
Any thoughts? This is really stifling development for me.
[edit]
Actually, the more I think about it, the more I'd like to move to 2.0 and just replace that collision function with the old one. Any pointers?
11/05/2003 (5:40 am)
Well, here;s the rub - version 1.1.2 is the rev I'm using, mainly because there was a slight problem with collisions in this version (and previous) wherein vehicles (mainly) would occasionally get stuck.This was deemed to be due to a calculation where the engine attempted to determine (predict) the closest point of impact - occassionally however, two vertices would wind up equidistant to the exact point of impact, bringing the vehicle to a halt and rendering it immobile.
The "fix" for this was to (summarizing ;-) rip that section of code out - which worked, for the most part.
The *problem* with this "fix" is that now extremely fast moving objects can pass right through the terrain on impact. Basically the object is drawn approaching impact, and during the phase wherein the engine is running the predicted collision, the object passes through the terrain into never never land. (Serious summarizing there ;-)
For this reason I'm forced to use 1.1.2 because my objects move at extreme velocities - therefor, the newer revs are completely inadequate.
I suppose I could re-implement the calculation in the newest version, but at this point have no idea (can't remeber) where and what *exactly* was removed, nor what to replace with it in the newer versions. =/
Any thoughts? This is really stifling development for me.
[edit]
Actually, the more I think about it, the more I'd like to move to 2.0 and just replace that collision function with the old one. Any pointers?
#3
11/05/2003 (6:15 am)
Sigh, in the HEAD you just add integration to the vehicle datablock and set it to 4 or higher and you won't have collision problems. This was covered many times recently on the forums.
#4
I haven't really been following collision threads because I've been working with older versions of Torque.
I'll check it out and run some tests when I get home.
Thanks for the help. =)
11/05/2003 (6:20 am)
Appreciated Xavier.I haven't really been following collision threads because I've been working with older versions of Torque.
I'll check it out and run some tests when I get home.
Thanks for the help. =)
#5
Man, if you get so depressed at people asking questions, then why do you even bother reading them?
11/05/2003 (6:39 am)
Sigh, you still get collision problems. *rolls eyes at Xavier* Its not perfect yet.Man, if you get so depressed at people asking questions, then why do you even bother reading them?
Associate Ron Yacketta
In 1.2 (last I checked) fps dir was whacked and we now have a demo dir and a start-fps dir.
We try ;)