Duion Posted June 16, 2018 Share Posted June 16, 2018 Yes. Quote Link to comment Share on other sites More sharing options...
Timmy Posted June 16, 2018 Share Posted June 16, 2018 The current network support for the physics plugins in t3d is very ordinary. If you are planning to use it for anything serious you will need to make changes to the source code. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted June 17, 2018 Share Posted June 17, 2018 But 4.0 or later will have bullet physics builtin to stock client? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 17, 2018 Author Share Posted June 17, 2018 But 4.0 or later will have bullet physics builtin to stock client? You have to chose physics module before compiling, default is stock Torque3D physics, you can change that to bullet physics then you can use it right now, the only downside is, there may be a few bugs with bullets, the last time I checked it had problems with vehicle collision for example, but this was years ago, no idea what the current state is.The more people use it, the better we can fix the issues with it, the better it will work. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted June 21, 2018 Share Posted June 21, 2018 Can i assume there will be prebuilt binaries with different physics engines?Also what differences can i expect and will the stock physics be the same as the one in the current stock t3d version?I assume that includes physics for vehicles and the moveable props right? Quote Link to comment Share on other sites More sharing options...
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