I have a game concept (here’s a .gif for your perusal):
'twas made in another engine, but because of marshmallows, I decided to convert it to Blender.
I have started the process.
The sphere was controlled through Torque, because I want to have several different surfaces with different friction values, so the sphere would slide irritatingly, adding to the challenge.
I have trouble working with torque in Blender, though. The commands seem to not respect the local/world orientation.
The following lines are present (minus the obvious cont/scene/owner and keyboard input inits):
if keypressed in [up]: x+=1 if keypressed in [down]: x-=1 if keypressed in [left]: y-=1 if keypressed in [right]: y+=1 ball.applyTorque([x,y,0],False)
The ball is a RigidBody, as I found it nice to work with.
The ball moves correctly only if up and down are pressed, as soon as I try to turn it, all movement gets weird. No good.
Logic bricks work good, like good things work, but I’d like to code this thing like a raging rod of burning love. Also, control on braking, because the slowdown speed needs to be a bit higher.
I think some problems might have to do with me failing to connect the angular speed, that I also tried to use, prevented by the use of logic bricks. I use the angular speed to initialize x and y (to control the ball speed), but that makes stuff even weirder, like the ball constantly accelerating…
Is there a primer on how to set up Torque and use it? I’ve been looking, but google points me out to topics I’ve read but don’t help or the Torque game engine…