Game Development Community

Would you pay for a way to integrate a differant physics engine?

by Lukensteinz · in Torque Game Engine · 04/04/2006 (9:59 pm) · 27 replies

It seems, that since more than 2 years ago, people still want to beable to swap in a differant physics engine.
Theres been progress on it by a few people, and in a few differant ways.
And it looks like there are a lot of people out there that would pay to beable to drop in an alternative engine, say newton or physx or ode.

I'm trying to do it myself, and if I do manage to get anywhere (unlikely so far) would release it as a resource, but if someone else managed to switch torque over to say newton, collision detection, vehicles, player and all, then, I would pay for it.

Who else would?

About the author

Heavy Fabrication Engineer by trade. But hell been tinkering with torque since the early days, am now using a combo of torque, cad, and 3d software to experiment with design work, mostly geared towards vehicles.

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#21
04/05/2006 (8:26 pm)
I wouldn't pay for it, too many external things already available for Torque and my bank account already hates me.
#22
04/05/2006 (8:35 pm)
If it properly implemented cross platform, network accessible kinematics then I would pay for it.
#23
04/06/2006 (9:44 am)
The first game that I noticed Ragdolls actually doing something was RE4. I could punch someone into others and they would react accordingly. Usually ragdolls were used for non-interactive death sequences or falls. They have been somewhat implemented in fighting games, though often the better the ragdoll, the worse the interaction with it (and consequentially the more limited the fighting engine).

Physics ARE cool. I love the games that use them as actual gameplay elements. My angst in physics isn't that they do not have potential but that the potential is not being used in most cases.
#24
04/06/2006 (9:55 am)
Quote:
Physics ARE cool. I love the games that use them as actual gameplay elements. My angst in physics isn't that they do not have potential but that the potential is not being used in most cases.

I agree, but even if this is the case ragdoll physics alone can provide hours of amusement.

I remember playing CS source on a small lan, when we started to get bored with the game we resorted to trying to achieve the most humourist ragdoll frag. Had some screens, wish I kept em they were bloody hilarious.

From the ragdoll pack info...
Quote:
Aesthetics: because these sequences have been picked by hand, they all look right. A realtime system is far more likely to show flaws and visual discrepancies, things that just look dumb, because of the seemingly random nature of in-game physics.

That's what I love about ragdoll, the random f#$@ ups! No disrespect for Chris's work of course.
#25
04/06/2006 (10:13 am)
I ended up going elsewhere and using another engine for my current project, the decision part due to the lack of decent vehicle physics in torque. It requires alot of work to get anything more than simple arcade handling in torque. If the physics had been there we may have stuck with torque since a lot of the groundwork was already done for the different vehicle classes we wanted.
#26
04/06/2006 (12:27 pm)
Adrian - which engine did you switch to?
#27
04/07/2006 (11:19 am)
Were using our own engine that has Ogre3D integrated to handle rendering. Custom input and networking, FMod for sound. Newton, ODE or Novodex physics. We don't have a general purpose AI system yet, thats being written with the current game in mind but should be quite flexible and able to migrate to other games. Currently its all written in C++ and wrapped into a DLL that can be accessed with other languages.

I can't really recommend Ogre unless you have a team thats capable of writing an actual game engine. Ogre is really just a render engine, so to get a game done with it your going to have to get everything else working yourself.
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