TX 2D collision/physics seems different than TGB
by Jason Cahill · in Torque X 2D · 07/05/2009 (11:40 am) · 1 replies
I own TGB Pro and was playing with TX 2D and they look feature-comparable. So, I took the plunge and upgraded to the Pro version of TX 2D to get the sources. Perhaps I'm missing something, but the collision and physics code looks VERY different between TGB 1.7.4 and TX2D 3.0. I'm not talking about C++ vs C#... I mean the fundamental implementation looks different. TGB has swept poly collisions and swept circles, and TX doesn't appear to have swept anything.
Did I miss something? I worry about tunneling. One of the reasons I came back to play with TX 2D from my own home build XNA system is that Melv's TGB collision and physics are better than I care to figure out and code. I was hoping that TX 2D was just a port of TGB (well, specifically T2D) to C# and XNA.
That doesn't appear to be the case. Can someone else confirm this? Also, if I'm right, you really should mention the difference somewhere as the homepage for TX 2D really makes it seem like it's T2D in C#.
Did I miss something? I worry about tunneling. One of the reasons I came back to play with TX 2D from my own home build XNA system is that Melv's TGB collision and physics are better than I care to figure out and code. I was hoping that TX 2D was just a port of TGB (well, specifically T2D) to C# and XNA.
That doesn't appear to be the case. Can someone else confirm this? Also, if I'm right, you really should mention the difference somewhere as the homepage for TX 2D really makes it seem like it's T2D in C#.
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Torque Owner Scott Zarnke