Is Tokamak a good engine to use for spherical gravity? Or would I be better off using vanilla Blitz3D commands and creating my own half-assed, sphere-only physics?
I wanted to create a game that takes place within a hollow sphere, with gravity repulsing players and game objects outwards from the center of the world, turning the wall of the sphere into a floor. Kinda like the ringworld in HALO, only much smaller in scope. Also, note that it wouldn't be a perfect sphere; it would have mountians and valleys and manmade structures built into the walls. The whole inside-out world thingy would be a B3D mesh of arbitrary complexity (but probably around 3000 polygons.)
I love the way cylinders and boxes fall and bounce in Tokamak. But so far, it doesn't seem like you can get that effect with the gravity turned off.
I've tried setting the gravity to 0 and applying forces and impulses to control the objects, but I can't even get a simulated -Y gravity to work this way, let alone gravity based around a point. I keep having problems no matter what I try. Objects tend to sink through the floor, or never stop moving and tend to jiggle in place. And it gets really messy if I try to use sensors. That might just be my own inexperience, though.
I've seen some demos involving "magnet" effects, but they seem not to work very well.
I'm not asking for coding assistance at this point, I just want to know if it's *possible* to do with Takomak. Is there a way to make tokamak primatives bounce, roll, and come to a rest along the inside of a hollow sphere with simulated radial gravity the same way they do along the bottom of a hollow cube with real vertical gravity?
Thanks in advance for any helpful replies. I really hope Tokamak can do this, but my experiments so far don't seem very promising. Hopefully one of you Tokamak experts can set me straight.
Thanks again!
Is Tokamak a good engine to use for this sort of thing? Or would I be better off simply using Blitz3D and creating my own physics?
I love the way cylinders and boxes fall and bounce in Tokamak, but it seems to need the gravity to be linear. I've tried setting the gravity to 0 and applying forces and impulses to control the objects, but I can't even get a simulated -Y gravity to work, this way. I keep having problems. Objects tend to sink through the floor, or never stop moving and tend to jiggle in place. It gets really messy if I try to use sensors.
I'm not asking for coding assistance at this point, I just want to know if it's *possible* to do with Takomak. Is there a way to make tokamak primatives bounce and roll along the inside of a hollow sphere with simulated radial gravity the same way they do along the bottom of a hollow cube with real normal gravity?
Thanks in advance.
I wanted to create a game that takes place within a hollow sphere, with gravity repulsing players and game objects outwards from the center of the world, turning the wall of the sphere into a floor. Kinda like the ringworld in HALO, only much smaller in scope. Also, note that it wouldn't be a perfect sphere; it would have mountians and valleys and manmade structures built into the walls. The whole inside-out world thingy would be a B3D mesh of arbitrary complexity (but probably around 3000 polygons.)
I love the way cylinders and boxes fall and bounce in Tokamak. But so far, it doesn't seem like you can get that effect with the gravity turned off.
I've tried setting the gravity to 0 and applying forces and impulses to control the objects, but I can't even get a simulated -Y gravity to work this way, let alone gravity based around a point. I keep having problems no matter what I try. Objects tend to sink through the floor, or never stop moving and tend to jiggle in place. And it gets really messy if I try to use sensors. That might just be my own inexperience, though.
I've seen some demos involving "magnet" effects, but they seem not to work very well.
I'm not asking for coding assistance at this point, I just want to know if it's *possible* to do with Takomak. Is there a way to make tokamak primatives bounce, roll, and come to a rest along the inside of a hollow sphere with simulated radial gravity the same way they do along the bottom of a hollow cube with real vertical gravity?
Thanks in advance for any helpful replies. I really hope Tokamak can do this, but my experiments so far don't seem very promising. Hopefully one of you Tokamak experts can set me straight.
Thanks again!
Is Tokamak a good engine to use for this sort of thing? Or would I be better off simply using Blitz3D and creating my own physics?
I love the way cylinders and boxes fall and bounce in Tokamak, but it seems to need the gravity to be linear. I've tried setting the gravity to 0 and applying forces and impulses to control the objects, but I can't even get a simulated -Y gravity to work, this way. I keep having problems. Objects tend to sink through the floor, or never stop moving and tend to jiggle in place. It gets really messy if I try to use sensors.
I'm not asking for coding assistance at this point, I just want to know if it's *possible* to do with Takomak. Is there a way to make tokamak primatives bounce and roll along the inside of a hollow sphere with simulated radial gravity the same way they do along the bottom of a hollow cube with real normal gravity?
Thanks in advance.