Defining objects in runtime - shape collection
by Pedro Venceslau · in Torque Game Engine · 05/25/2004 (2:15 pm) · 5 replies
Hello! The world of Torque is new to me. Could someone tell me if it is possible to build complex shapes in runtime, by dragging simpler ones together ( when they colide a new shape is created). My idea is to create a shape collection that will behave has a single shape...
For example simulating a building line in a car factory, and watching all the pieces become one.
Any sugestion is very welcomed. Thanks in advance.
For example simulating a building line in a car factory, and watching all the pieces become one.
Any sugestion is very welcomed. Thanks in advance.
About the author
#2
05/26/2004 (1:30 am)
Thanks Ben, I'll do that!
#3
05/26/2004 (8:29 am)
Good luck! You'll end up much more familiar with Torque after this. :)
#4
Tanks!
06/13/2004 (8:59 am)
Ben, I have read Melv's fxRenderObject; But I am having some trouble implementing the idea. I am trying to catch the collisions in torque so that I can store the object information and to create relations between them; but I haven't found the piece of code that recognizes the object collisions aside from the ground collisions and that handles the references to the objects that colide with my player...Could you give me a hand?Tanks!
#5
06/16/2004 (10:34 am)
Have you looked at Matt Fairfax's fxCollisionObject?
Associate Kyle Carter