The dirt in Scorched Earth
by Adam Saponara · in Torque Game Builder · 03/14/2005 (3:53 pm) · 22 replies
I'm making a Scorhed Earth tankwars type game in Torque 2D and I'm sort of stuck on how I would go about implementing the "dirt"--the terrain that should be explodable and subsequently rearrange according to physics. Any suggestions on how I'd go about doing this without making low-level changes to the Torque engine?
#22
04/07/2005 (11:51 am)
Hmm with a tilemap used as a means for destructable terrian you only need to enable collision on the outsides... so when a tile gets hit could have an algorithm that deletes the appropriate tiles (for the explosion) then run an algorithm that enables collision on the outside tiles...
Torque Owner Smaug
Perhaps, but, if you recall, in Scorched Earth, dirt falls. And this is a crucial part of gameplay.
More importantly, that only helps for the engine's data. T2D collision detection doesn't work off of a mask layer or alpha channel or anything else of that nature. Thus, you still have the problem of doing collision detection and working on the engine to make this possible.