Game Development Community

Game dynamics issue

by Jarno Mannelin · in Torque Game Engine · 03/16/2006 (12:39 pm) · 3 replies

Hi

Does the Torque engine includes game dynamics engine? If it does, is it fully comparable to external engines such as Tokamak, IDE and Newton, making the Torque game engine able to handle all the necessary game dynamics issues?

Another, trivial question. If the Torque engine does indeed include a full-scale game dynamics engine, will it allow easy execution of explosion's effect on non-fixed nearby objects by counting the distance to each of then and directing force to them according to direction to and distance from the center of explosion?

Thank you in advance.

#1
03/16/2006 (12:54 pm)
Torque has it's own physics in by default. While they are as of by no means realistic, they are written for net effeciency.
Quite a few people have integrated external engines, and there are resources on it here at GG. It takes some work, but it's doable, yes.

Explosions should work with Torque's physics, yes.
-Reno
#2
03/16/2006 (12:55 pm)
TGE has rigid body physics included. You would have to add in Tokamak, Newtone, ODE, etc...and you will have to balance your accuracy and how much you care about networking.
#3
03/16/2006 (1:01 pm)
Torque has a RigidShape class (this will soon be "officially" integrated into the engine) that will give you basic physics based on a convex collision mesh for an object. Having these objects be affected on a radial basis from an explosion is fairly simple to implement in script using the RadiusDamage and ApplyImpulse functions.

The default physics are not anything beyond basic object physics (i.e. a crate or barrel you can smack around). And they won't readily be affected by anything other than gravity without adding some code to make things affect them.