Game Development Community

Torque and Physics

by Vittorio Cellucci · in General Discussion · 01/26/2007 (11:35 am) · 5 replies

Hi,

I have a question about the Torque Game Engine. What appeals to me is the x-platform. I am just curiouse, though, does TGE come with a built in physics/collision detection system? I usually use a third-party, but most of them are platform specific to windows.


Thanks

#1
01/26/2007 (12:43 pm)
It has basic physics and a rigid body resource. There are resources for adding in ODE that you can use for PhysX or Tokamak or Newton as well. Networking will take a major hit unless you do some masterful tweaking.
#2
01/26/2007 (12:57 pm)
Hi David,

Thanks for your reply. I use tokamak right now... but it's not x-platform, is ODE x-platform?

Quote:Networking will take a major hit unless you do some masterful tweaking
What do you mean this? Is it that the networking pack of TGE is limited? Or is it limited with physics integration?

Thanks
#3
01/26/2007 (12:59 pm)
Networking is one of Torque's strong points. Unfortunately when dealing with physics, you will have to figure out an optimized way to deterministically send accurate data to all of your clients to provide "correct enough" physics feedback regardless of what system you use. The amount of data generated in a "true" physics simulation can kill netcode performance with packet spam when ghosting.

Newton and ODE are cross-platform.
#4
01/26/2007 (3:36 pm)
Just to clear something up, the above things about physics and networking aren't talking about the standard Torque physics(collision, rigid body, vehicle, etc...), but if you implement other physics into Torque(ODE, PhysX, Tokamak, etc...). I think.
#5
01/26/2007 (3:45 pm)
Exactly. Sorry if there was any confusion.