My brain makes things explode.
Posts tagged TGB
Another update.
Apr 21st
Well, this has been a busier week than I’d thought. I’ve been more exhausted from the rifle range than I’d anticipated, and while I’ve gotten the code pulled back up and compiled on my reinstall of Windows, I haven’t gotten around to actually writing the tutorial. I have gotten a little work done on it, but not much. And this weekend, I’m probably going to be making another trip to Phoenix, and you can’t count on me to get any work done on my tutorials when I’m spending time with Erin – no offense, but she’s much better company. ;)
Anybody who’s been to my blog more than one time will probably notice that I’ve changed the theme. I’m just playing around with some different themes and such, and I’ve been in a very Apple mood recently, so I decided to pop that up. Other than the time I’ve been able to spend with Erin, nothing’s really changed about my life, that’s worth mentioning, so I guess that about wraps things up here.
Sorry for those who are still waiting on the next tutorial! I’ve got a project that popped up that I’m playing around with as far as Torque goes, but I’m still planning on working through writing up the next tutorial. I’ll probably create a Google Code project for the tutorial series, so that people can get the most up-to-date code from a Subversion repository and play with things themselves, but I haven’t really gotten around to doing anything at all recently. >.>
Torque Game Builder/Box2D Integration
Feb 20th
I’ve been looking at Box2D a lot recently, mostly because Torque 2D (Torque Game Builder’s replacement) is going to be using it. It’s a damn good, and powerful, two-dimensional physics engine -- it’s what powered Crayon Physics, and several similar physics-oriented games. Box2D is a pretty beautiful thing, from what I’ve looked at, and it’s been ported to a lot of systems. Recently, I found a Torque Game Builder integration for it, and figured I’d look into it. Currently, it’s integrated into the Torque Game Builder editor, and still allows for the use of the standard TGB physics (you cannot have both Box2D and TGB physics on the same object, however). The system comes in the form of a class that needs to be set on the Scene itself, and behaviors that you add to objects. The system uses the object’s convex collision polygon, as well.
Video
Screenshots of the Pyramid Test
Stacked Pyramid
Tumbling Pyramid
TGB/Box2D Integration Links
Torque Game Builder 1.7.4
Box2D implementation
Need to stop being lazy.
Feb 16th
Well, I’ve come to the conclusion that I need to stop being lazy and get some work done on the OS X port of Waxy’s Sushi Party. So, for the next couple of nights, I am going to start working my ass off to get an early prototype ready.
This means a lot of playing the game, taking notes, and fucking around with Torque Game Builder for me, and nightly development blog entries for the whole.. two or three of you who read my blog. Yeah, so, enjoy. >.>