Sim Groups to Organize
by Tony Lamba · in Torque Game Engine · 08/06/2004 (4:33 am) · 7 replies
One problem I have is when I add in my assets into my interiors in a level, then later I need to move my interior, I have to then reposition each asset again hand by hand. I was wondering, if simgroups are supposed to aid this?
I bought the Torque book and read it a few times, unfortunately it seems to say very little at all about sim groups. So I don't know if I am on the right track? I only remember needing to use them once and that was for modifying AI paths?
Is there a performance pentality anywhere for using too many sim groups, assuming Im on the right path here?
I bought the Torque book and read it a few times, unfortunately it seems to say very little at all about sim groups. So I don't know if I am on the right track? I only remember needing to use them once and that was for modifying AI paths?
Is there a performance pentality anywhere for using too many sim groups, assuming Im on the right path here?
About the author
#2
08/11/2004 (10:46 pm)
Had a fairly detailed discussion about this today =) With a bit of planning this functionality wouldn't take more than a day or two to code. It is on my interest list but it'll have to wait till I have some free time.
#3
08/12/2004 (8:13 am)
I would make a SceneGroup class, rather than overriding the SimGroup. Or maybe hack it into the editor without touching SimGroup...
#4
08/12/2004 (9:51 am)
Hmm, sounds like a badly needed function, at least for a level editor. I take it then in the future we will have two different sim groups? One for organizing the tree, and one to tie objects together so moving a biulding moves the rest of the items with it, hence saving days of re-positioning all over again, only to have to go through this every 2 weeks of development.
#5
08/12/2004 (12:05 pm)
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#6
- Brett
08/12/2004 (1:04 pm)
That's funny that Matt had a discussion about this... I wasn't around for that, but I will add this: I'm using simgroups for this *exactly*. I found them to be the cornerstone of my editor. Grouping is so simple to perform from script, assign a dynamic field to name the group, then adjust the groups by name as needed. It took me about an hour to code up some support functions, but without simgroups, I could have been lost.- Brett
#7
Another rant,
Frank
09/15/2004 (9:13 pm)
Another item similar to this would be relational positioning of objects. For example, is that structure, car, etc exactly on the surface? Are two buildings right next to each other. Maybe some kind of multiselect function to line up objects or place them more precisely. I have been thinking about an above view editor for laying things out. One that would allow you to zoom in and out. It would have lines to show how things line up. It is very hard to do that from first person perspective.Another rant,
Frank
Associate Kyle Carter
We do want to upgrade this area of the engine at some point.