Previous Blog Next Blog
Prev/Next Blog
by date

Working towards my space-sim with TGB

Working towards my space-sim with TGB
Name:Erik Yuzwa 
Date Posted:Aug 18, 2006
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Erik Yuzwa

Blog post
Well I've had a long road up until now just narrowing down the game engine to use for my 2D space sim game.

I'm very well versed with both DirectX and SDL/OpenGL, but I'm hoping by using an engine as powerfull as Torque, enables me to get back to really focusing on gameplay and content rather than fiddling with direct3D or OpenGL parameters/render states.

Although I don't have a problem with TGE1.4, I'm hoping to keep the game 2D to keep my initial cost down. I'm hoping this means I can keep my art costs down, but we'll see what happens.

I'm also crossing my fingers that this lets me get this project onto the OSX platform with relative ease as well *cross fingers*

It's been a hectic summer in between everything else, so I was pleasantly surprised when I downloaded and ran the latest TGB build (1.11 Pro). Wow. Right from the get-go there seems to be quite a lot of possibilities, which I hope I can leverage in what I'm trying to accomplish.

Recent Blog Posts
List:08/18/06 - Working towards my space-sim with TGB
11/21/04 - Plan for Erik Yuzwa

Submit ResourceSubmit your own resources!

Sam Redfern   (Aug 18, 2006 at 21:50 GMT)
I found getting my TGE1.3 game onto OSX wasn't too bad. Most of the issues I had were fixed in TGE1.4 anyway..

Jonathon Stevens   (Aug 18, 2006 at 21:51 GMT)
Good luck with it! Don't take 2 more years to post another update ;)

You must be a member and be logged in to either append comments or rate this resource.