Game Development Community

Collision in torque @ forum & garagegames-torque-developer

by Bauer Ren · in Torque Game Engine · 05/08/2006 (1:59 pm) · 4 replies

I am searching around about object and collision. in principal i am searching for an object that is able to handle:
- animations (like in StaticShape)
- collision detection (also to the same type of this item) - if possible mesh based (like the vehicle or players or easier just: collision with x,y,z in this moment)so i am searching this for an easy type of class to generate small little games like 2d shoot'em ups and other small type of programs. so that i can use this objects to generate fast and simple with operations like collision etc

what i could figure out is that almost all shape based files are based on shapebase(no surprise). shapebase has no own collision detection methodes. Is this correct? i think not even a bounding-box based method or? shapebase has an onCollision-method. this method is only invoked from other objects of classes like Items[only bounding-box based], vehicles, player etc so the classes like vehicle, player etc have to do this in their class and invoke in the other classes with onCollision.

so my questions:

1) is there a class, that works like this? has someone an example for this? (i think it's important for torque to have such a class, so that it's possible to generate simple games - even if i look at the development of xbox 360 games)
@garagegames: why not create such a class, would be a klax i think.
2) is there a ressource for this? (i only found how to implement a simple boundingbox example)
3) if there are people, which did this- it's possible to get their code? or someone who would do the implementation just for static shapes.
4) if all this not helps, can someone tell me which methods i have to implement to StaticShapes for example, so that i get this functionality?

thanks for reply and help

Rene

#1
05/08/2006 (3:08 pm)
I do agree it would be nice if TGE had a simpler base class... there was talk about getting rid of ShapeBase and splitting things up into components as far as two years ago, but I don't think that's gotten very far. If you just want to make some simple 2d games, have you considered using TGB though?
#2
05/08/2006 (11:42 pm)
No, I think 2d TGB is not the solution. You should also be able to use 2d concepts and develop them in 3D. The other way is simple: There is a simple paradigma like "man-based-games" (you control mans, or vehicles but not more simple things) and the engine will work for this, but for nothing else in 3d.

So if Torque want to develop in an other area than "man-based-worlds", than they have to do this or the community has to do it. So i think it's not only a good idea, it's necessary for torque to do an extended simple ShapeBase Class and only this monster classes like Vehicle or Player, which can be easily simplified (and for example has no camera view etc).

So it should be easy for them to make a simple: MoveBase-Class - the only thing is to extend the StaticShape-Class with some rudimentary Collision and to extend the trigger-class for this class and Torque you could do a lot more things with torque. Even in the growing education area this would put Torque in a new position. There you could show things from the ground, like develop. For example start with a simple character and go up till a FirstPersonShooter-Concept.

So this is no "Please do it", it's a: "You have to do it, because ...."

So if there is a person (I think a lot of people are able to do this), please help me and the rest of us, who would like to have a more complex ShapeBase-Class.

Thanks for reply and Help

Rene
#3
05/09/2006 (12:14 am)
What they had _planned_ on doing, was splitting up all the code elements into smaller modules that could be combined. You could make an object that contained the "Movement" module, "Collision" module, "Gravity" module, to get something with basic movement, collision, and gravity. It was demoed a long time ago at IGC 04', I'm not sure if they still planned on following through with that setup.

If you look at the games made with Torque, many of them don't have anything like a "man-based-world". Marble Blast, Orbz, RocketBowl, and especially Tube Twist are nothing like player based setups. But you are right that a simpler base class would probably make learning the engine a little easier without having to do some variant of an FPS mod straight off.
#4
05/09/2006 (9:16 am)
Ok such a modularisation would be good. but it has to be done and not be "planed". This helps nobody. Is there a email where such

And if i look at marble blast .. it's a good conversion of the FPS but nothing else. I think it's impossible at the moment to make something like lemmings or so - without changing the whole engine. and it would be so easy to implement it at shapebase and enable or disable it on every class which extends this class.

@TorqueDevelopment/Garagegames: Please do this simple thing.

Ren