How Torque handles the vehicles
by Bruno Grieco · in Technical Issues · 04/27/2004 (5:36 pm) · 5 replies
Hi there,
I'm getting beated by all the parameters in the vehicles datablocks. How do they all behave ?
Does anyone got a paper explaining their functionality. I searched and implemented a lot of tutorials but they thought me more how to copy and paste stuff around than actually how things work.
TIA
Bruno
I'm getting beated by all the parameters in the vehicles datablocks. How do they all behave ?
Does anyone got a paper explaining their functionality. I searched and implemented a lot of tutorials but they thought me more how to copy and paste stuff around than actually how things work.
TIA
Bruno
About the author
#3
06/16/2004 (12:13 am)
That's great Josh. Thanks... :)
#4
Thanks, I've already downloaded and printed the whole datablock docs.
A little question though :
trailEmitter
ParticleEmitterDataPtr
NULL
Points to the ParticleEmitterData used in the production of particles for jet trails. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
Why a ParticleEmitterData should point to an AudioProfile object ?
06/16/2004 (6:11 am)
@Josh,Thanks, I've already downloaded and printed the whole datablock docs.
A little question though :
trailEmitter
ParticleEmitterDataPtr
NULL
Points to the ParticleEmitterData used in the production of particles for jet trails. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
Why a ParticleEmitterData should point to an AudioProfile object ?
#5
09/12/2005 (5:45 pm)
Who's na'ama ?
Warren Ryback
Have a look at the Rigid Body Physics papers - siggraph97, this is how the vehicles work in general. Other than that, check the code!