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Plan for Nate Hardt
Plan for Nate Hardt
| Name: | Nate Hardt | |
|---|---|---|
| Date Posted: | Oct 13, 2005 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Nate Hardt |
Blog post
Create a stand alone Torque Engine.
I think some beginners may benefit from starting on a reduced down version of the torque engine, and some development may be easier to prototype when you feel you are working more directly with your objects, and some stand alone games/apps may benefit from being non-networked, for speed and simplicity reasons. Based on those things my plan is to find a way to release or help a single player engine to the torque community.
Update 10-13-2005: Currently the starter.fps has been re-implemented with the non-networked engine. The largest outstanding issue is that the players seem to be running really fast or that the animation is running really fast.
Update 10-13-2005: Currently the starter.fps has been re-implemented with the non-networked engine. The largest outstanding issue is that the players seem to be running really fast or that the animation is running really fast.
Submit your own resources!| Jason Swearingen (Oct 13, 2005 at 20:58 GMT) |
| Robert Buckley (Oct 13, 2005 at 21:02 GMT) |
The way torque works is with a client/server relationship whether it is a single player game or not. It will take lots of work and is a HUGE undertaking to rip out that client/server relationship that the engine uses to replace it with just a client side.
I guess I'm just not understanding what it is you want to accomplish.
| Vashner (Oct 13, 2005 at 21:20 GMT) |
There are already resources that help you get fresh start. Besides the examples like FPS etc.
| Chris (Oct 13, 2005 at 21:55 GMT) |
| Nate Hardt (Oct 14, 2005 at 01:06 GMT) |
@ Robert : I guess what prompted me to take on this project was a post I first read a long time ago about a lady who was doing a physics simulation in torque and pointed out that for non-networked apps, the engine might really benefit from not calculating everything for every object twice. I understand that the client/server code is heavily integrated into the project, believe me. It was a pretty large undertaking and I had to come at it a lot of different ways. I started by creating a program to take out all of the obvious stuff, but after that it's just been a lot of debugging. It went surprisingly well.
@ Randy : I am working on trying to find a way to release the source code to registered members but not to the general public. Obviously the changes are spread throught out the whole engine so releasing the relevant code changes give away the whole engine.
Thanks Chris!
| Robert Buckley (Oct 14, 2005 at 01:29 GMT) |
Sounds like you got a pretty good grasp on your project...That software sounds interesting. Good luck to you and keep us updated!!
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