Game Development Community

Angular Velocity != Torque

by Teck Lee Tan · in Torque Game Builder · 03/17/2005 (10:41 pm) · 9 replies

Melv,

I'm not sure if this was an oversight on your part, or if it was a way to shorten the variable names or something, but why oh why did you name the variable for angular velocity torque? Now if I ever manage to come up with a solution to introduce torque (both constant and impulse), I'll have to name the new variable something silly, like realtorque. ;)

void setImpulseTorque( f32 realtorque )

:-p

edit: Of course, it's entirely possible that you originally intended to include torque as a definable property and simply forgot to change stuff around when dropped. :)

#1
03/17/2005 (11:10 pm)
Torque1 ( P ) Pronunciation Key (tôrk)
n.
The moment of a force; the measure of a force's tendency to produce torsion and rotation about an axis, equal to the vector product of the radius vector from the axis of rotation to the point of application of the force and the force vector.

A turning or twisting force.


Edit: That was in no way intended to be sarcastic. But condsidering the def, I have no idea what else it should have been named
#2
03/17/2005 (11:24 pm)
Well, from what I understand (bearing in mind that I'm no physics wiz), torque is measured as force.distance, which would differ from angular velocity. Torque would be what produces the angular velocity, yet angular velocity is exactly what we feed that variable (degrees/sec).

Anyways, my post was meant more as a tongue-in-cheek rant, rather than a "how could you do this you fool" one. :) Tongue notwithstanding, it still bears mentioning. :)
#3
03/18/2005 (12:04 am)
With a sprite engine that has rigid body dynamics it is really importnat to name things what they are. Angular velocity is one thing, torque is another. They bear the same relationships as velocity and force for linear stuff. This will surely be changed before actual release.
#4
03/18/2005 (12:08 am)
You are quite correct technically but this and a couple of other things in T2D were already on my list to change. Only a minor variable name change, nothing big.

The new variable for that function is "velocity" and the net velocity is "mNetAngularVelocity".

The linear velocity is also a little ambiguous and is to be changed as well so that is to be changed from "mNetForce" to "mNetLinearVelocity".

The function name is important "setAngularVelocity()" which is what it does.

We've still got plenty to do on the physics, especially related to networking, so don't consider it finished, we are after-all at EA. Think of what you've got as a snapshot, nothing more. :)

Thanks,

- Melv.
#5
03/18/2005 (12:13 am)
Melv, hope you didn't take that as my bashing on you, as it was nothing of the sort. It was good-natured ribbing that came out of a search to find a way to add torque properties to the physics. :)
#6
03/18/2005 (1:14 am)
Melv, we just post these things to make you feel miserable and low and thus in relation we feel so much better ;)
[Melv, no seriously, you are doing a GREAT job and damned fast on the forum as well.]
#7
03/18/2005 (1:27 am)
Well, I've decided to put off adding torque in code, and am instead faking it in script. So far it's looking and feeling convincing enough for my purposes, but I may put it in code at some point for easy access. Of course, Melv, if you add it in, all the better. Assuming you feel it's beneficial, that is. :)

And damn it, Bucko's gone and exposed the community's evil plan to mentally torture you. :-/

;)
#8
03/18/2005 (1:39 am)
You are all evil nasty people but I don't mind a bit. You pay, you earned!

Lots of goodies and improvements to come. Fixing these initial bugs and doing corrections has slowed us down a bit but that was expected. We should be getting back to the hardcore T2D stuff soon.

I do appreciate the feedback from everyone. :)

EDIT: No really, I do! ;)

- Melv.
#9
03/18/2005 (6:21 am)
I don't know if this is worthy of a new topic or not, but its related to this one: when the sexy new release of T2D comes out, will it break our current projects?