How to implement movement costs?
by Todd Barron · in Torque Game Engine · 04/22/2006 (8:17 pm) · 4 replies
I'm currently trying to port my 2D game into 3D via Torque. My game is a turn-based strategy one in which units can move x-number of spaces depending on the terrain.
For instance:
1. Tank starts with 10 movement points
2. Tank drives on road (tiles) for 4 spaces at a cost of 1 point per space
3. Tank now has 6 movement points left
4. Tank now drives on grass (tiles) for 3 tiles at a cost of 2 points per space (grass is harder to move on)
5. Tank now has 0 movement points left
Is there any way to figure out the terrain type the vehicle is on with the torque terrain? In my 2D game I have a tile-grid with movement costs associated to each tile. I could do this in 3D with another "hidden" grid but it would be nice to have vehicle movement be limited by terrain texture, not a hidden grid (would be more accurate.)
Has anyone else tried this?
For instance:
1. Tank starts with 10 movement points
2. Tank drives on road (tiles) for 4 spaces at a cost of 1 point per space
3. Tank now has 6 movement points left
4. Tank now drives on grass (tiles) for 3 tiles at a cost of 2 points per space (grass is harder to move on)
5. Tank now has 0 movement points left
Is there any way to figure out the terrain type the vehicle is on with the torque terrain? In my 2D game I have a tile-grid with movement costs associated to each tile. I could do this in 3D with another "hidden" grid but it would be nice to have vehicle movement be limited by terrain texture, not a hidden grid (would be more accurate.)
Has anyone else tried this?
About the author
#2
There is a resource derived from the fxGrass resource, which allows the grass placement to be affected by terrain materials. Maybe that could be of help.
04/23/2006 (7:50 am)
I'm almost sure the script callback doesn't return material information, but you could modify it to do so, since such capability is avalaiable within the engine.There is a resource derived from the fxGrass resource, which allows the grass placement to be affected by terrain materials. Maybe that could be of help.
#3
which decides what footstep sound to play
depending on what material you're on
04/23/2006 (8:28 am)
Maybe try to piggyback on the existing torque systemwhich decides what footstep sound to play
depending on what material you're on
#4
04/23/2006 (9:37 am)
@Orion: Hmm, that may be the easiest approach (which usually is the best approach.) I'll give it a try. Thanks everyone for the feedback!
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