saindd Posted October 28, 2015 Share Posted October 28, 2015 The bounding box behavior is terrible. Does the Torque Physics engine support capsule colliders? Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted October 29, 2015 Share Posted October 29, 2015 If you use Bullet or PhysX that should support capsule I guess.Torque Physics doesn't support capsule in any optimized manner. I guess you could create some convex collision mesh, but it's not gonna be as optimized as a "proper" capsule collider algorithm.So if you are not satisfied with the bounding box, try using another convex collision mesh instead. Quote Link to comment Share on other sites More sharing options...
saindd Posted October 29, 2015 Author Share Posted October 29, 2015 If the bounding box is dropped, only the player class code has to be changed? Or is this a very deep feature of T3D? Also, how can i set Bullet as the defacto-standard? Without any abstraction? I find Torque Physics very limiting. I can't work with joints, apply limits, use ragdolls or anything. Quote Link to comment Share on other sites More sharing options...
MilkywayM16 Posted October 29, 2015 Share Posted October 29, 2015 What torque really needs is a proper hitbox system Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted October 29, 2015 Share Posted October 29, 2015 I don't think there's a guide for bullet, but here's one for PhysX:http://wiki.torque3d.org/coder:physx-setupI'd guess it's sort of the same, just with Bullet.And of course you can't get away with the abstraction layer code-wise, without manually removing it, but then again why would you do that? What's wrong with a physics-abstraction-layer? Bullet should have joints and ragdolls and all that, it really sounds like you should've used Bullet all along.Edit: Not 100% sure about ragdolls, you might have to write that yourself.. Someone was working on it for PhysX at least. Quote Link to comment Share on other sites More sharing options...
saindd Posted October 29, 2015 Author Share Posted October 29, 2015 There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain. @LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics. Quote Link to comment Share on other sites More sharing options...
MilkywayM16 Posted October 29, 2015 Share Posted October 29, 2015 I actually had no idea about that resource, thanks for posting it. Something like that might be great to replace the default bounding box hit detection Quote Link to comment Share on other sites More sharing options...
Azaezel Posted October 29, 2015 Share Posted October 29, 2015 There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain. @LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics. For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks. Quote Link to comment Share on other sites More sharing options...
MilkywayM16 Posted November 4, 2015 Share Posted November 4, 2015 There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain. @LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics. For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.That's great! Any chance you'll resubmit a PR on it and get it into a future release? Quote Link to comment Share on other sites More sharing options...
Azaezel Posted November 4, 2015 Share Posted November 4, 2015 Probably not. it was after all intended to be a bridge step for the entity component phase. Won't be removing it from hosting though if folks wanna snag it and tinker. Quote Link to comment Share on other sites More sharing options...
MilkywayM16 Posted November 4, 2015 Share Posted November 4, 2015 Probably not. it was after all intended to be a bridge step for the entity component phase. Won't be removing it from hosting though if folks wanna snag it and tinker.What do you mean it was intended as a bridge step? What entity component phase? Quote Link to comment Share on other sites More sharing options...
JeffR Posted November 9, 2015 Share Posted November 9, 2015 Are you familiar with the entity/component stuff I've been working on?The E/C stuff has a redone collision scheme, making it way easier to set up collisions on stuff in whatever way the user wants. Quote Link to comment Share on other sites More sharing options...
MilkywayM16 Posted November 9, 2015 Share Posted November 9, 2015 Are you familiar with the entity/component stuff I've been working on?The E/C stuff has a redone collision scheme, making it way easier to set up collisions on stuff in whatever way the user wants.Oohh, I was unaware. Dropping pursuit of that resource makes sense then if it would become obsolete soon. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.