Missing feature or what ?
by Rivage · in Torque Game Builder · 02/06/2008 (2:53 pm) · 6 replies
Hi
Where is the documentation about Rigid Body behavior ?
I would like to use the physics engine like any other rigid body library (Box2D, Chipmunk, ...) but there is not enough informations about how to setup and handle a Rigid body world correctly.
It takes me less than 2 days to realize a rigid body gameplay with Chipmunk, why isn't there more showcase about the solid physics engine of TGB ?
Is this as easy as the features page telling it ?
How is the stacking in TGB ?
Is there any weird response i must know before using Ridig model ?
I'm waiting since 2 years now for this feature, could you please tell me the truth about it ?
Where is the documentation about Rigid Body behavior ?
I would like to use the physics engine like any other rigid body library (Box2D, Chipmunk, ...) but there is not enough informations about how to setup and handle a Rigid body world correctly.
It takes me less than 2 days to realize a rigid body gameplay with Chipmunk, why isn't there more showcase about the solid physics engine of TGB ?
Is this as easy as the features page telling it ?
How is the stacking in TGB ?
Is there any weird response i must know before using Ridig model ?
I'm waiting since 2 years now for this feature, could you please tell me the truth about it ?
About the author
Leadwerks
#2
02/16/2008 (7:28 pm)
IIRC, it was removed due to issues and instabilities. I remember it being simple to add back in. I'm pretty sure it's only disabled (commented out) in the editor scripts. I posted the fix for it awhile ago. Not sure where that post is though.
#3
02/17/2008 (1:01 am)
There is a behaviour that will turn RIGID on.
#4
02/17/2008 (3:27 am)
Yes, as Michael mentioned there is a behavior included with the behavior playground for rigid body physics. RIGID was never removed from the engine and could always be added to objects via script, it was just taken out of the editor as an option. I can't find the forum post about it (it was ages ago) but if I remember correctly I think GG said they did this because getting rigid body to work and look nice requires a level of understanding in physics and programming that was a bit beyond the drag and drop friendliness that the editor provides beginner users.
#5
02/17/2008 (10:54 am)
Now that is interesting!
#6
I don't understand why the feature of TGB mention it since it won't work since a very long time now...
It's like being paid for unstable and buggy piece of software and then saying it's too complicated to complete every features. I call this misleading advertising, sorry guys but it's true !
02/20/2008 (7:37 am)
Indeed you can add Rigid in the CollisionResponseMode with TorqueScript but as far as i know the Rigid Body physics is ugly as hell compared to any other physics engine...I don't understand why the feature of TGB mention it since it won't work since a very long time now...
It's like being paid for unstable and buggy piece of software and then saying it's too complicated to complete every features. I call this misleading advertising, sorry guys but it's true !
Torque Owner Kevin James
I'm not sure where the documentation is for Rigid collision either. It seems like I remember Garage Games bragging about it somewhere, and then it isn't even an option in the level builder for CollisionResponseMode. However, with Glatte 2 I was getting frustrated with the lame collision responses when asteroids collided with each other, so on a whim I switched the CollisionResponseMode to "RIGID", and actually was pretty happy with the results. Not perfect, but I probably should tweak some material settings.