Game Development Community

Fundamental dif info.

by Phil Carlisle · in Torque Game Engine · 12/29/2002 (4:17 pm) · 7 replies

Ok, havent had a good look into this yet, but I'm wondering if anyone else has some insight.

I need to be able to essentially make a dif on the fly. What I mean is, I want to be able to define blocks (brushes) that act exactly like dif's (i.e. collidable, have textures, cast shadows etc).

What fundamentally do I need to do?

Create a convex collision hull? what else?

I guess it'd be nice to tie this in with Mark F's new Dif code from MB when he gets it into CVS (as I also want to move the dif's around etc).

Phil.

#1
12/29/2002 (4:29 pm)
Argh.. dif's seem like a mare.

Maybe I'll take a look at a shapebase with its own simple collision box.

Phil.
#2
12/29/2002 (7:26 pm)
Difs are a mare. I have a programmer working on something similar, Phil - we decided to go to generating map files then externally compiling them and loading - it's still in prototype stage, but has been fairly painless so far.
#3
12/30/2002 (3:39 am)
Hmm, interesting idea Ken. Never thought of doing it externally.

My requirements are a bit simpler I suspect. Just want to create some fairly simple blocks that I can then move around, collide with etc.

A shapebase with a simple collision box would be fine I think.

Phil.
#4
12/30/2002 (3:45 am)
Just curious phil.... what for?
#5
12/30/2002 (5:21 am)
To make up a grid for running around on. Rather than using terrain.

Phil.
#6
01/04/2003 (8:32 pm)
why not just make a few simple generic difs for your blocks, then load multiple copies of them, as needed?
#7
01/04/2003 (10:59 pm)
I think because Phil's idea would be a lot better to handle when it comes to resource usage. Loading a bunch of items into the enviroment might simply be just a waste and slow down the game. For example, It's like resizing an interior instead of copying the interior over and over and over...

Simple idea, but a lot of work. :)