Game Development Community

Torque + Physics

by Shay Casey · in General Discussion · 02/26/2004 (4:48 pm) · 7 replies

What up garage gamers. I am new here and on the brink of buying a few seats of the Torque engine and toolkit for my team. I have one last final stupid question before I take the leap.

Can someone tell my what physics system is in place in torque. I have seen the "buggy" demo but what actual physics are included? ie. what kind of collision detection and reaction is in place. Does it contain gravity, mass, impulse, spings, joints, etc.

If not what kind of lib would be suggeted. I would really like to use Havok but Im not sure how long they will let me use the evaluation version. Also I would have to get a AAA publisher to fund the actual cost. Its huge.

Thanks for your help and I hope that my team can help move torque exposure along. Our game is gonna be huge! (yes we are looking for a few good coders and a pimp daddy publisher)

peace
7

#1
02/26/2004 (5:03 pm)
Quote:
brink of buying a few seats of the Torque engine and toolkit

The "seat" license if 10,000 bucks. I assume you mean individual copies (at 100 bucks) These are not "seats" and are non-transferable license. Each of the team members who are going to have access to the code must purchase the 100 buck engine. If they leave your company the engine goes with them. No ifs ands or butts about it. (read the EULA) The reason is that once you have the source code and seen it you have it.

Also I am not sure what you mean by the "toolkit" there is just the engine which comes with the world editor. Unless you mean some of the content packs.

Now back to your question - Physics

All you see in the demo is available to you. They hold nothing back. Isn't that great? So the buggy stuff you see you get.
#2
02/26/2004 (5:35 pm)
There are still a lot of total jokers out there who seem happy to not sell anything. I saw another physics engine available for the snip price of 49 thousand dollars per seat.

Or theres this which is almost as good and costs the princely sum of $%@
#3
02/26/2004 (6:46 pm)
Dan raises a good point about licensing. Make sure you've read the EULA. :)

You can significantly enhance the physics in Torque using ODE; there are several resources available to help you do this. It depends what you need, really, as in most cases you don't want a full physics sim...
#4
02/27/2004 (11:31 am)
I don't think that anyone has actually answered Shay's question yet. Here's my non-technical artist's take on it.

The built in physics is largely what you see. There are simplified physics specifically for player and vehicle dynamics, as well as projectiles and particle systems. There is no comprehensive physics engine like ODE or Havok (although several people have had success integrating ODE with Torque.)

Players and projectiles have mass and can be moved about by impulse. Gravity exists as a variable within the player, projectile, and particle datablocks, as do some other factors such as air resistance and friction.

You can play around with these variables by editing the player.cs script files included in the Torque Demo.

Springs are specific to the vehicle setup and again not so dynamic as in ODE. Joints do not have any built-in support as far as I know, but again, you will have access to the source-code. Anything is possible.
#5
02/27/2004 (12:15 pm)
Thanks alex thats exactly what I needed to know. Are you sure your not a programmer : )
#6
02/27/2004 (4:58 pm)
Hey paul nice resume. Looks like you have just a little bit of experience with this stuff. Are you still coding games or just mess with this stuff as a hobby.

Thanks for everyones help. Like I said I am a C++ n00b so I have zero clue as to how this stuff works.

if (torque >= se7en) {
std::cout << "yep";
}

result: yep

: )
#7
02/27/2004 (5:42 pm)
[FX:Blush]

Thanks man. Yup, still at it - won't ever stop 'til they seal the box!

I just hope I can get this mini-golf game out before it's a contributory factor...

:D