Floating objects
by Matt Lavoice · in Torque Game Engine · 07/06/2004 (7:26 pm) · 9 replies
I would like to create a game that has floating islands and players use vessels to go from one island to another in the air no on water without major change in c++ code is it possible via scripting?
About the author
#2
well I added a ship model in and made a path but I want the ship model to follow that path how would I go about doing that? whats the easiest/best way to do it.
The best way to discribe what I want to acomplish is, think of an airship I want this airship to float along a path. Is there an easy way to just tell that one model to follow the path?
07/06/2004 (8:45 pm)
Ok....well I added a ship model in and made a path but I want the ship model to follow that path how would I go about doing that? whats the easiest/best way to do it.
The best way to discribe what I want to acomplish is, think of an airship I want this airship to float along a path. Is there an easy way to just tell that one model to follow the path?
#3
Welcome to the AI Flying Vehicle nightmare. There are several threads going on discussing on how to TRY to solve this. Search the engine forum, most of them will show up cause they are still fresh.
and GOOD LUCK, you'll need it...
07/07/2004 (6:03 am)
Matt,Welcome to the AI Flying Vehicle nightmare. There are several threads going on discussing on how to TRY to solve this. Search the engine forum, most of them will show up cause they are still fresh.
and GOOD LUCK, you'll need it...
#4
07/07/2004 (8:54 am)
Oh, I doubt it's as bad as that. He just wants the object to follow a path, not be intelligent. In script it might be a bit difficult but it would be easy to whip up an object (like the PathedCamera) to do it in C++.
#5
07/07/2004 (9:02 am)
Well im not extrmely fluent in c++ thats why i was hoping to do it in script
#6
07/07/2004 (9:26 am)
@Ben: Wouldn't be too hard to make it update it's position based on a schedule and the interpolated position between two given spline points for each frame, would it? That can be done in script though, can't it? Seems simple enough, unless it's an issue of getting into the loop or updating every frame(I don't know what mechanisms are exposed for that). Maybe tie it to a schedule to interpolate one way, then when that schedule is done, have it toggle so it goes the other way?
#7
07/07/2004 (9:43 am)
Pretty accurate, Ted.
#8
There is a shapePath resource somewhere that might help you though. I think it's this one
07/07/2004 (5:59 pm)
I wouldn't bet on Ted's sollution, You'll have your vessel "popping" from one place to another in the path unless you schedule the interpolation very often that would probably slow your game.There is a shapePath resource somewhere that might help you though. I think it's this one
#9
You can get a lot done in script, but if you restrict yourself to script you probably won't get it done well...
07/07/2004 (10:23 pm)
Ah, good eye, Bruno. Ted's solution is a lot hackier than the resource Beffy posted. But Beffy's solution requires C++ changes.You can get a lot done in script, but if you restrict yourself to script you probably won't get it done well...
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