Expanding the engine?
by Mikey Busch · in Technical Issues · 05/10/2008 (3:13 pm) · 2 replies
Right now im thinking about working on environment test project. Not really anything oriented towards gameplay besides a player running around in the environment but i want to know a few things first.
What exactly is the poly max-per model (player and static).
Ide like a day and night cycle, with dynamic lighting, is it possible?
Ambient weather, im talking rain, clouds, sunshine etc.
Realistic waves and ocean water, to include storms.
Now i understand that the engine uses a rigid physics system, how much inproved can you make the physics system? i mean if i put a boat in the water will it 'roll' with the waves, as well as in the case of a storm abide by wind, weight and weather effects? My goal is to create a realistic island environment.
What exactly is the poly max-per model (player and static).
Ide like a day and night cycle, with dynamic lighting, is it possible?
Ambient weather, im talking rain, clouds, sunshine etc.
Realistic waves and ocean water, to include storms.
Now i understand that the engine uses a rigid physics system, how much inproved can you make the physics system? i mean if i put a boat in the water will it 'roll' with the waves, as well as in the case of a storm abide by wind, weight and weather effects? My goal is to create a realistic island environment.
About the author
#2
05/13/2008 (6:28 pm)
There are a couple of resources for adding ode and physX physics engines to torque.
Associate David Montgomery-Blake
David MontgomeryBlake
I would recommend looking at the MMOWorkshop kit for day/night code. Josh has done a good job on it.
You can use environmental effects out of the box.
You will have to code a more realistic wave structure for what you want.
You will also have to implement a better physics structure if you want buoyancy physics interacting with your wave structures.