Complex scenenodes and space flight simulator - possible?
by Funky Diver · in Torque Game Engine · 02/29/2004 (11:02 am) · 2 replies
Greetings,
I'm a newbie with Torque and searching for solutions to implement my ideas. I will appreciate any help/ideas and, then, I'm going to make public tutorials, because, I think these questions will be interesting for many game developers ;)
Is it possible to do these in Torque without a big code shifting (is Torque capable to do this):
1) Space flight simulator - I really don't know if it's possible with Torque without a big code shifting, as everybody is targeting indoor/outdoor FPS, or flight simulators with terrain. And while coding a small demo, I still have a problem to create a free-looking-1st-person camera attached to a spaceship's pilot head.
How can I:
a) Remove terrain?
b) Define a spacecraft physic model (and what is the place inside the Torque cod base?)
c) Detect space specific collisions?
2) Complex node animations with scene nodes, like to create a planetary/moon system where space bodies can rotate in hierarque way. Or a gun turret with moving up-down tubes and the left-right turret. How can I define such node hierarque in C++/Torque script?
Can anybody please provide me with an example, web page or thoughts how to implement it?
Thank you!
I'm a newbie with Torque and searching for solutions to implement my ideas. I will appreciate any help/ideas and, then, I'm going to make public tutorials, because, I think these questions will be interesting for many game developers ;)
Is it possible to do these in Torque without a big code shifting (is Torque capable to do this):
1) Space flight simulator - I really don't know if it's possible with Torque without a big code shifting, as everybody is targeting indoor/outdoor FPS, or flight simulators with terrain. And while coding a small demo, I still have a problem to create a free-looking-1st-person camera attached to a spaceship's pilot head.
How can I:
a) Remove terrain?
b) Define a spacecraft physic model (and what is the place inside the Torque cod base?)
c) Detect space specific collisions?
2) Complex node animations with scene nodes, like to create a planetary/moon system where space bodies can rotate in hierarque way. Or a gun turret with moving up-down tubes and the left-right turret. How can I define such node hierarque in C++/Torque script?
Can anybody please provide me with an example, web page or thoughts how to implement it?
Thank you!
#2
Thank you for the guid, it gives me some ideas.
Can you tell if you use scene nodes for complex hierarquie object animation? And how can I implement it in Torque, please?
02/29/2004 (11:39 am)
Great shot! I could hardly catch my jaw falling ;P Even an early shot, that's the point I would like to get to first.Thank you for the guid, it gives me some ideas.
Can you tell if you use scene nodes for complex hierarquie object animation? And how can I implement it in Torque, please?
Torque 3D Owner Phil Carlisle
Deleting the terrain is as simple as opening a mession and deleting the terrain. But the other stuff requires some coding.
In fact, almost everything will require coding, so I'd suggest looking at doing some smaller things first. First thing might be to get rid of the gravity effect on the flyingvehicle craft and spawning your player inside one. Then delete your terrain (better not do that first or your guy will fall continually).
Anyway, its all possible, you have the source after all!
Here's an image from an early shot of my own game. Sorry its a bit big and the jpeg quality is rubbish.