Game Development Community

Realistic Bridges and Ropes

by Abhinav Chokhavatia · in Torque Game Builder · 09/12/2008 (12:07 am) · 6 replies

Hey guys,

I was trying to create bridges and ropes on TGB. And I was wondering if it is possible to incorporate a realistic movement of bridges and ropes. What I mean is this...

1. For bridges, the bridge will experience a small depression on the point where the player stands and if the player were to jump off of it it would retract with a spring like motion.

2. For ropes, when the player swings on the rope it should show tension above the point where the player is holding it and it should move in a loose and almost curvy fashion under the point of tension.

Though my instinct says this will be a little too complex for TGB to handle, I'd still like to get the opinion of you guys.

Thanks!

#1
09/12/2008 (1:10 pm)
I dont know if it would work properly but you might be able to create a different animation for there different actions ie the bridge going down or moving up etc

Then you might do an If statement to see if the player jumps of the bridge and then change the animation.

Again I dont know if this would work or even how good it would look :)
#2
09/12/2008 (1:24 pm)
Ok, here is what you should do:

Make a trampoline shaped object with 2 animations:

Press.dsq
Launch.dsq

One where it gets pressed down, and one where it launches back up.

Then create an armature called 'mount0'.

Now make a function where the player attaches to that point when they land on it. After, make a script that makes the player jump foward

Now for rope:

Make a few animations:

Foward.dsq
Backward.dsq
slow.dsq

Make an armature called 'mount0' just like the trampoline. Then do basically the same where it attaches and jumps off.
#3
09/14/2008 (10:06 pm)
I really wasn't able to understand you Tyler. What do you mean by armature? How will this help to get my job done? Could you please rephrase your post?
#4
09/16/2008 (6:50 pm)
You'd probably want to have the rope or bridge as a series of images so that it can be manipulated. The rope would be more like a spine with hundreds of little images so that you can have that sort of detail.
#5
09/16/2008 (10:13 pm)
@Nikos

That is exactly how I imagine it to be. But wouldn't manipulating such a huge set of images be really heavy on TGB and on code too? If not, how would I go about it?
#6
09/17/2008 (7:52 pm)
Not at all.

You would have to experiment, see what sort of calculation you'd have to do to keep the images looking like a rope without burdening the engine too much.