Game Development Community

What's "underneath" 1.5 ?

by Rivage · in Torque Game Builder · 04/03/2007 (5:02 pm) · 9 replies

Ok nice update.
Have a small question on the physics actually.

Is there any positive evolution on this ?

Don't have time to check it myself at the moment, sorry.

IMO it is probably the case since a warning exit box, Sizable main Window, default file dialogs and drag'n'drop
look's fair weak for such high step update (1.1.3 => 1.5). Even if i know this could mean something else.
I'm just afraid of TGB 2.0 for 2008 hope you guy's understand what i mean by this.

I miss the "fix" readme / topic !? Sorry.

#1
04/03/2007 (5:17 pm)
Physics are tick based - is that what you are asking?
#2
04/03/2007 (9:42 pm)
Behaviors, Tick based physics, proper separation of the editors against the run time executable, and something that isn't really fully fleshed out yet and therefore not fully documented, but separation of installation and working directory is also pretty huge (you can install TGB in a protected directory, and run your project files from a flash drive, for example).
#3
04/04/2007 (2:15 am)
That's exactly what i wanted to ear, so i will give it a try asap.

Thanks
#4
04/17/2007 (10:56 pm)
What exactly does the change to tick-based physics imply? What are the benefits? What was the model used in previous releases?

Also, does the 1.5 numbering coincide with an update to using TGE 1.5 as the base instead of 1.4?
#5
04/18/2007 (8:37 am)
Tick-based physics allow more predictability in your physics simulations, which is especially handy in networked simulations.
#6
04/18/2007 (5:22 pm)
Testing a large scale game, the physics do not demonstrate some of the core bugs they used to. Like you can put a bar sprite on a path, push a big group of sprites, and they behave reasonably well or, as expected. Cool!

But the main bug we used to always see is still there - the herky-jerky-I'm-stuck-on-another-sprite - if two sprites begin a level stacked on one another, or collision is turned on when one overlaps. Seems the sprite would kick itself off the top of the other one.

Downside, the entire game runs noticeably slower. Perhaps about 1/2 the frame rate. In particular, rotating sprites are visually 'jerky' a bit whereas they'd been much smoother.
#7
04/18/2007 (7:31 pm)
@David: Awesome, thanks for the heads up!

@Kalle: Awesome to hear about the bug squashing results. I've had some really unexpected things occur in my simulations for over a year and it's good to hear that many of the kludges may disappear thanks to the update.

Not sure about the herky-jerky-etc bug... I've not come across it. I *have* fallen into it, though (using 1.1.3) by having some collisions break through. Then they bounce around all stuck and stuff.

That downside is worrisome. Are you using debug builds? What systems are you testing on? I worry as I'm running an old Powerbook G4 (fastest model made but still two year old tech) and understand that it's getting up there in age...
#8
04/19/2007 (3:42 am)
Thank you Kalle for reporting the state of this feature since it's pretty much all that mater for me at the moment with TGB. I didn't have the time recently to put my hand on this huge step version.

So what can we say ? Not for this year again :) too bad when you know stuff like ODE working perfectly for gaming.
#9
05/02/2007 (8:06 am)
What about collisions. I know in the adventure kit, you can walk through the walls from the inside of the tent on the second level. I understand this is a collision bug. Has there been any fixes to address this?