A Physics-Based Game Creation System
by Alec Rivers

Overview: Object Editor

The Physical Object Editor

Objects in Physical's physics engines are made up of atoms and links, as described earlier. Polygons are stretched across those atoms and links to texture objects. Objects of this kind are of course not exactly industry standard, so a tool had to be created to help game designers create them. That tool is the Physical Object Editor (POE).

Object creation using POE generally follows this path:

  1. First, an artist draws the object using image editing software, saving it as a TGA. (Even MS Paint will do, if you can convert its output into TGAs.)
     

  2. Then, either a programmer or the artist uses POE's "Auto Generate from Image" functionality to import the image. This creates an atom and link lattice based on the image, interpreting alpha levels of 0 as transparency in RGBA images and the color magenta as transparency in RGB images.
     

  3. The atom lattice automatically generated provides only a rough outline of the object, so the programmer must then manually tweak the atoms to provide a closer fit to the image.
     

  4. Finally, the properties of the atoms themselves are edited in the object editor. These properties include the masses of the atoms and the strength of the links. Atoms and links can also be assigned to groups, which can be used in the code of the game to assign the atoms or links to various roles (engines, etc.).

The easiest way to understand the object editor is to look at an already created object. I suggest opening the spaceship from the Physical Asteroids demo game. To find out more about creating and editing your own objects, see the Reference section.