Game Development Community

Full featured 2D Physics engine working

by Rivage · in Torque Game Builder · 07/28/2006 (10:52 am) · 15 replies

Please developpers can you look at this : http://flatland.sourceforge.net/

Is there any hope to get this engine as alternative to the existing one present with TGB ?
Cause i need a STABLE and WORKING physics engine.

I have the last PRO version but since the beginning nobody has fix this issue.

And if you don't whant to, is there any chance to see a good C++ developper who can add this as a feature ?
Cause i can't do C++ :(

Thanks

#1
07/28/2006 (11:32 am)
Well, you could contract a programmer to implement it for you. I'm not sure how much it would cost or the amount of time it would take.
#2
07/29/2006 (3:08 pm)
It'd probably be least expensive to wait for TGB to be perfected. . .I hope we don't have to wait long.
#3
07/29/2006 (3:24 pm)
ODE can be used for both 2D and 3D. It will take about 2 month fulltime to implement and test it in TGE, it's 320 hours, atleast $25/h, thus it will cost you $8,000.
#4
07/29/2006 (3:45 pm)
So when's the update for TGB that will fix this issue then? I would suggest to Rivage to just wait for this and work on other parts of the game in the meantime.
#5
07/30/2006 (8:00 am)
I don't understand ? I already paids for those features no ?

Does TGB team is the same as TGE ? Cause TGE as already full physics Networking support and many other nifty features, 2D engine is much more easy to do no ?

Is this a community about making game or is this a selling code area ?
I mean, look at Blitz, Purebasic, gamemaker and other gaming middleware tools. They are helping each other, giving code and find solutions.

@Andy Hawkins
That exactely what i'm doing right now, as i'm a designer i realise more and more ennemy and textures that's all i can do :)
#6
07/30/2006 (8:31 am)
No, you didn't pay for those features.

These are not things which need to be "fixed". They're not features that are included with the product. There is nothing stating that the system works with ODE, or with Flatland, or even that the system contains full featured physics support. They also never claimed to have full TGE-level networking support. You were neither told that these things would be included, nor should you expect that they are.

TGE is not developed by the same people who developed TGE, though there is an overlap in code. There is some documentation on TDN that has information about merging the TGE netcode with TGB. You will need a licence for both products to read that entry, however.
#7
08/04/2006 (10:09 am)
But with physics that works correctly with collision which sadly is still a problem (although it got far better in the last few builds and most likely will become even better in future)
#8
08/04/2006 (11:04 am)
Really guys the best way to get fixes in TGB is to isolate simple reproducible bugs, post it to the bug report forum, and if you have some minimal debugger skills... try to hunt down the offending code. I've submitted several bugs and derived fixes myself. If you can't fix them you'll find that the community is really helpful and if you provide a good reproducible example it will be fixed for you.
#9
08/04/2006 (11:27 am)
Thanks Tim and Tom for great points and suggestions, I couldn't say it better... though I'll add a couple extra points.

Tom's suggestions are exactly the best way to go about it. We all have our plate full and are working daily on TGB... This includes bug fixes, features additions, doc additions, TDN concepts/tweaking, future plans, etc. We are always plugging away and if you post a repro bug/suggestion post it will get logged and we will eventually deal with it in some way, whether we take the suggestion and apply it, apply a different implementation of it, or recognize it is beyond our scope.

"Does TGB team is the same as TGE ?"

No ... and yes. GG is GG, we are seperated into teams; however every day we all talk with eachother and come to eachother for comments, help, etc. On top of that some of the people that have contributed to TGE have worked on aspects of TGB and many fixes that we've run into on TGB have been ported to TGE. The core is the same and the engines are constantly sharing progress that share that core. Also would like to add that everyone on TGB dev team is very familiar with TGE and had worked with it before TGB even came out for a while.

"Cause TGE as already full physics Networking support and many other nifty features, 2D engine is much more easy to do no ?"

First - "full physics Networking support"

Nope... in fact the physics in TGE is fairly simple. We are working on things with TGE that will be annonced in the future with physics and such. TGE has full networking support though networking physics is always and probably will always be a challenge with any engine/network engine. Prensently the contraint of data transfer is constant, this is despite the engine...

"2D engine is much more easy to do no"

Yes and no, lol I know I hate giving those answers as much as you hate hearing them. In the general 2D sense, yes... in physics and such, no. Physics is always hard to network and requires tweaking for a specific game type.

"Is this a community about making game or is this a selling code area ?"

I think you need to check the forums a bit more, the community has been a very great, productive, and helpful area since it's inception :) In fact, before I became employed at GG, I found it's community to be the most helpful and honest out of all of them... though that's my personal opinion.
#10
08/05/2006 (7:48 am)
Ok :)
Thanks for all these clarification. It's much more clear to me now.
So i will wait a bit before looking others solutions.
Hope it won't take too long until the next bugfix release.
#11
08/14/2006 (2:11 pm)
TGB v1.1.1
me = :(
#12
08/14/2006 (2:14 pm)
You should be happy to know that working on one major aspect of the physics is high on the list right now :) Can't say any more than that since we try and not make promises we can't keep, just wanted to let you know that we are indeed looking at it and presently is on a higher priority list :)
#13
08/14/2006 (2:42 pm)
Awesome - I hope stacking will be corrected and jittering will go away in TGB!
#14
08/15/2006 (3:59 pm)
Not a problem ;)
I learn Verlet physic at this time, i don't need too much precision for my project but only something stable.
#15
08/19/2006 (5:11 pm)
By the way, i've just change my config.

Now i'm on a 3800 AMD Athlon 64bit X2 dual core and got a new GeForce en7600gs 256Mo.
As i don't get anymore lag with games, TGB physics (even if it's not hype) works better.
I really think the minimum requirement is by far to low...

i was having a 1800 AMD athlon xp with a radeon 9200se 128Mo.
Mainly due to the graphic card.