Geometry Wars like grid system
by WDDG · in Torque Game Builder · 02/27/2006 (6:19 pm) · 5 replies
Is this possible in t2d at all?
I know it's a vauge question sorry. I was just curious as to whether I should try to make something like this or if it was in vain.
I know it's a vauge question sorry. I was just curious as to whether I should try to make something like this or if it was in vain.
About the author
#2
02/27/2006 (8:05 pm)
I wouldn't need to have as many points persay, maybe even 1,000 - 10,000 points. I'm curious as to whether this is possible in torque and how (a general step / push in the right direction).
#3
02/27/2006 (10:36 pm)
My gut tells me that on a single threaded system (which TGB is), this would eat your fps for lunch. Note that he said this basic effect gets an entire core of the XBox 360...
#4
02/28/2006 (12:22 am)
One of the guys on the blitzmax forum has written a version of Geometry wars with a very nice grid effect (and a lovely game I hasten to add, it has absorbed way too much of my time). Now I am not too sure but I would be suprised if BlitzMax was multi threaded, so it should be possible in T2D. Link www.incitti.com/Blitz/. All the source code is included in the download if you want to have a look.
#5
i was thinking this stuff shouldnt be too cpu intesnive.. it's basically just a visualization like you would see in a music player.. and that blizmax version pretty much backs up my line of thinking.
03/01/2006 (10:06 am)
Yeah that blitzmax version is pretty cool.i was thinking this stuff shouldnt be too cpu intesnive.. it's basically just a visualization like you would see in a music player.. and that blizmax version pretty much backs up my line of thinking.
Torque Owner Sean Sicher
From Bizarre's website (http://www.bizarreonline.net/page.php?p=cakeyinterview&f=gwre):
Q: One of the most striking new graphical features in the game is the "gravity grid" play area. How did you make this look so cool; does every object in the game really have its own gravity?
The grid itself is made up of 60,000 points, each one exerting a small amount of force on its neighbour. The simulation itself sits on the edge of stability which is what causes it to swing about so much when one of the game objects gives it a small push!
Only a few types of object affect the grid. As the grid system is rather expensive to calculate, it actually runs on the second core along with the audio system, (the first core being dedicated to gameplay and particles, the third is used to render the audio).