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A few questions about 3D objects in Torque 2D...

by Dan T. · in Torque Game Builder · 10/08/2006 (1:12 am) · 6 replies

Hello, all.

I've been experimetning with Torque 2D for a few weeks now and
I'm slowly getting my game to a playable stage.

One of the things I hope to feature are certain 3D objects that
the player can interact with. I've got the objects into the game
but I have a few questions about the trickier details...

1) Collision
Is true 3D collision suported?
Can T2D use the colision info from the dts file or
does the collision have to be set up using polys
(like a normat 2D object)?

2) Lighting
The 3D objects are coming out very flat indeed.
Is there a way to add some light and shadow?

If anyone has a list of features/limitations of the 3D
in T2D that would be very handy!

Thanks,
Dan.

#1
10/08/2006 (1:59 pm)
1) The collision poly is as a normal 2d sprite- it does not have any special knowledge of the dts object within.

2) AFAIK only by changing/animating your texture on the dts object, or by using TGB particle fx

3) Another thing to note is the dts objects render isometrically.

2 and 3 make sense though, considering the game environment is 2d - you can't easily get lighting and perspective without a 3rd dimenion around the model .
#2
10/08/2006 (3:52 pm)
Thanks.
It sounds like it's pretty limited, then.
Back to the drawing board...
:(
#3
10/15/2006 (7:08 pm)
By isometrically, do you mean without the true perspectives? I believe the word is orthagonal view. IS that how they render?
#4
10/15/2006 (7:43 pm)
Is there any way to mount one dts to another in TGB (like a weapon or armor) after modeling? I know you can do this in TGE but I can't find it if it exists in TGB.
#5
10/18/2006 (9:51 pm)
@Brian yes orthogonal was what I meant. Thanks for clarifying. I have looked at the rendering code and it should be possible to add a perspective transformation with just a few lines of code (assuming one knew the correct OpenGL calls ,which I do not).

@Matt, you cannot use the .DTS mount points in TGB without hacking the source. It would be pretty complex I am guessing.
#6
10/20/2006 (5:53 pm)
@Dan T.:

If you are looking to get a 3D object in TGB with lighting and other advanced aspects you may want to consider doing this all in your 3D app and rendering out the sprites for an animation rather than bringing in the 3D shape itself.