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Torque Game Engine Advanced
Torque Game Engine Advanced
| Name: | Kevin Erkelenz | ![]() |
|---|---|---|
| Date Posted: | Mar 27, 2007 | |
| Rating: | 1.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Kevin Erkelenz |
Blog post
Hey folks,
I just ran across a random forum post regarding TGEA and I remembered a question that I asked myself earlier this day! The name Torque Shader Engine was changed into Torque Game Engine Advanced for a reason I recall, and this reason was that it had so much more to offer than "just" shaders (i.E. Atlas) and here is my actual question to you people at GG:
In any update of TGEA (v1.1 i.E.) will there be an integration of one of the many licensable physics engines out there or even a ground-up written one for Torque? That is the only thing I miss from 3D GameStudio is the ability to build a quick "game" and play around with physics and also it can add a whole lot of realism to a game since now tith dual and quad core processors games are not only prettier but also "smarter".
If this has been asked a billion times before or If this has been stated somewhere, Im sorry I havent been on my computer for the last 5 days so excuse me.
Have a good one guys and keep up the work,
-Kevin
I just ran across a random forum post regarding TGEA and I remembered a question that I asked myself earlier this day! The name Torque Shader Engine was changed into Torque Game Engine Advanced for a reason I recall, and this reason was that it had so much more to offer than "just" shaders (i.E. Atlas) and here is my actual question to you people at GG:
In any update of TGEA (v1.1 i.E.) will there be an integration of one of the many licensable physics engines out there or even a ground-up written one for Torque? That is the only thing I miss from 3D GameStudio is the ability to build a quick "game" and play around with physics and also it can add a whole lot of realism to a game since now tith dual and quad core processors games are not only prettier but also "smarter".
If this has been asked a billion times before or If this has been stated somewhere, Im sorry I havent been on my computer for the last 5 days so excuse me.
Have a good one guys and keep up the work,
-Kevin
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Submit your own resources!| Michael Perry (Mar 28, 2007 at 00:16 GMT) |
Unless directly mentioned, I wouldn't count on an update from GG to implement a physics engine any time soon. Who knows, maybe they'll surprise us with that some day, but it would be a surprise because it hasn't ever been included in the various TGE iterations.
Thanks, btw, I just got another FAQ from your blog I can add to the TDN resource.
| Ian Roach (Mar 28, 2007 at 02:03 GMT) |
| Kevin Erkelenz (Mar 28, 2007 at 03:47 GMT) |
PhysX licenses are expensive and are not necessarily ment for Indies to be used, I think you might as well go with Havok or any equivilant engine, but if there have been tries then there is still hope - who know maybe Ill try to add some physics to Torque some day if they havent done it yet
Edited on Mar 28, 2007 03:47 GMT
| Neo Binedell (Mar 28, 2007 at 04:58 GMT) |
How expensive is Free?
PhysX Licensing page
They smartened up and realized if more devs use their SDK, more people would probably buy the hardware
;p
Edited on Mar 28, 2007 05:01 GMT
| mb (Mar 28, 2007 at 13:49 GMT) |
If anyone has a fresh copy of TGE or TGEA w/ physX implemented can I please have a copy? I'm going to try to do the resource again but I didnt have much luck the first time.
| Henry Todd (Mar 28, 2007 at 21:20 GMT) |
Make sure to read the entire comment log in the resource, *especially* the post by decryptoid on Dec 17, 2006. That will explain how to get the PhysX timescale to line up with Torque's so objects won't move at unreasonable speeds.
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