JFC
10-20-2006, 06:17 AM
Have two prototypes in the initial stages, one using TGB (2D) and the other using TGE/TSE (3D). TGB seems to be more than capable of supporting our needs for the 2D prototype and it seems to be progressing fairly well, but one of the requirements for the 3D prototype is a fairly robust physics implementation. We've used ODE (http://www.ode.org/)before and are comfortable with it, so we were hoping to get into the TGE code, create an interface to ODE so that TorqueScript can access it, and see how it works... well, it's not (at least not easily), and it's been frustrating so far.
I've seen that one member of the GarageGames community was able to implement something (see this forum post (note: TGE Private forums) (http://www.garagegames.com/mg/forums/result.thread.php?qt=30283), or this WMV movie (http://icculus.org/~chunky/stuff/odescript/firsttgechain.mov) for a demonstration of his efforts so far) but he's really just getting started - modifying the FPS Starter Kit, basically.
The sticking point is that we're trying to learn the Torque "way of life" while at the same time trying to extend it's source to use an outside library instead of their built-in Physics implementation... it would probably make sense for us to get a little more proficient with the engine before trying to extend it like this, but we just don't have that kind of time, unfortunately. :(
We're leaning towards shifting gears and just using something like Ogre 3D as the renderer to go along with ODE's functionality and then writing the rest of the app from scratch. Can some of the Torque developers point me in the right direction before we admit defeat and just try the Ogre3D/ODE route? (which may just be the better approach, to be honest)
I've seen that one member of the GarageGames community was able to implement something (see this forum post (note: TGE Private forums) (http://www.garagegames.com/mg/forums/result.thread.php?qt=30283), or this WMV movie (http://icculus.org/~chunky/stuff/odescript/firsttgechain.mov) for a demonstration of his efforts so far) but he's really just getting started - modifying the FPS Starter Kit, basically.
The sticking point is that we're trying to learn the Torque "way of life" while at the same time trying to extend it's source to use an outside library instead of their built-in Physics implementation... it would probably make sense for us to get a little more proficient with the engine before trying to extend it like this, but we just don't have that kind of time, unfortunately. :(
We're leaning towards shifting gears and just using something like Ogre 3D as the renderer to go along with ODE's functionality and then writing the rest of the app from scratch. Can some of the Torque developers point me in the right direction before we admit defeat and just try the Ogre3D/ODE route? (which may just be the better approach, to be honest)