Farseer | Torque X | Tgb Pro
by Rivage · in Torque X 2D · 04/02/2008 (1:16 pm) · 5 replies
Hello :)
I'm here because i need help with Torque X.
I do have a Pro License of Torque Game Builder but for the project i manage i need a stronger Physics engine.
So i would like to know if Farseer (http://www.codeplex.com/FarseerPhysics) could fit into the actual version of Torque X.
Also :
- Does Torque X is stable and accessible for 2D games ?
- Do i have to register Torque X Builder with my INDIE license 1.0.5.1 ? (isn't this too old for the Torque X 2.0 ? I don't quite understand that point is this still supported ?)
- If i'm using Farseer as my primary physics engine, does the polygon collision detection shape or anything else relative to physics simulations of Torque X will cause problems ?
- Does anybody already try Farseer with or without Torque X and could give me some feedback mainly around speed and ease of use ?
Thanks for answering me :)
I'm here because i need help with Torque X.
I do have a Pro License of Torque Game Builder but for the project i manage i need a stronger Physics engine.
So i would like to know if Farseer (http://www.codeplex.com/FarseerPhysics) could fit into the actual version of Torque X.
Also :
- Does Torque X is stable and accessible for 2D games ?
- Do i have to register Torque X Builder with my INDIE license 1.0.5.1 ? (isn't this too old for the Torque X 2.0 ? I don't quite understand that point is this still supported ?)
- If i'm using Farseer as my primary physics engine, does the polygon collision detection shape or anything else relative to physics simulations of Torque X will cause problems ?
- Does anybody already try Farseer with or without Torque X and could give me some feedback mainly around speed and ease of use ?
Thanks for answering me :)
About the author
Leadwerks
#2
This is not very promising since the author himself didn't complete is component as i can read (even if a successfully made it work in TGB) i think a probably forget TGB and so TXB because it wasn't flexible enough to support every features of his own engine Farseer...
04/02/2008 (3:46 pm)
Thanks for this link Larry.This is not very promising since the author himself didn't complete is component as i can read (even if a successfully made it work in TGB) i think a probably forget TGB and so TXB because it wasn't flexible enough to support every features of his own engine Farseer...
#3
You can definitely create 2D games with TorqueX. If you do not know C#, you will have a difficult time in the beginning because of the learning curve of learning a language and and engine. Just like learning C++ when trying to pick up TGEA.
I don't know the specifics on plugging Farseer into TorqueX, however. Most likely it would require the Pro version so that you could control how the underlying engine interfaces with Farseer. Just looking at the code to the Farseer demos, it looks pretty straightforward to use, but I don't know about what hooks there might been between it and TorqueX since I haven't tried them together.
04/03/2008 (10:25 am)
You should have the 2.0 version of Builder under your downloads.You can definitely create 2D games with TorqueX. If you do not know C#, you will have a difficult time in the beginning because of the learning curve of learning a language and and engine. Just like learning C++ when trying to pick up TGEA.
I don't know the specifics on plugging Farseer into TorqueX, however. Most likely it would require the Pro version so that you could control how the underlying engine interfaces with Farseer. Just looking at the code to the Farseer demos, it looks pretty straightforward to use, but I don't know about what hooks there might been between it and TorqueX since I haven't tried them together.
#4
- Farseer DLL added to references
- Create a new PhysicsSimulation in Game
- Update the Physics Sim in the Game Update function (may need to expose/override)
This gives you the sim running along with the engine.
- I then made a new T2DComponent with the Farseer Body and Geom objects linked to it
- In ProcessTick, I set the t2dSceneObject's properties (position, rotation) to the other component
- I also exposed some variables so they can be set in TXB
- and in TXB, I just remove the default physics component, and add my farseer one.
Note I haven't tested this set up under load yet, only a few objects. It doesn't interact with the default collision, but I'd prefer to have all physics in farseer.
I had already worked with Farseer in basic XNA and I suggest anyone interested does this as well, it makes it a lot easier to understand.
04/03/2008 (4:39 pm)
So far I haven't needed TorqueX Pro for my TX+Farseer integration, but plan to get it anyway - it would make things easier. My current build:- Farseer DLL added to references
- Create a new PhysicsSimulation in Game
- Update the Physics Sim in the Game Update function (may need to expose/override)
This gives you the sim running along with the engine.
- I then made a new T2DComponent with the Farseer Body and Geom objects linked to it
- In ProcessTick, I set the t2dSceneObject's properties (position, rotation) to the other component
- I also exposed some variables so they can be set in TXB
- and in TXB, I just remove the default physics component, and add my farseer one.
Note I haven't tested this set up under load yet, only a few objects. It doesn't interact with the default collision, but I'd prefer to have all physics in farseer.
I had already worked with Farseer in basic XNA and I suggest anyone interested does this as well, it makes it a lot easier to understand.
#5
04/04/2008 (2:55 pm)
Very cool. I just did not know if some of the underlying hooks to XNA would speak between Farseer and TorqueX. Good to know that it's been working with what you're doing. I'd like to see your progress!
Torque Owner Larry Jeannette