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Sahara for Torque 3D on sale

by Konrad Kiss · 10/05/2010 (3:44 pm) · 49 comments

Sahara is a tech extension for Torque 3D Pro (source required). It lets you create more realistic game environments by generating naturally accumulated dirt, snow, dust or any other material over your in-game shapes. It is a successor to Bitgap Games' Cliff Construction Kit and is currently available in our store for $59.95 (indie license).

Sahara is special, because it lets you use your existing shapes in environments where they would not normally fit in - without having to modify, re-texture and re-export them. This is something similar to what Crytek did in Crysis for their frozen over levels.

I've been delaying the public announcement for a while until I had the manual and the tutorial video done. Finally, they are ready, and I'm very happy to show it all off.

I owe thanks to many people who made this possible, most of all Tom Spilman (Sickhead), Sven Bergström (Luma) and Pat Wilson (Gameclay). To value our existing customers, Sahara was a free upgrade from the Cliff Construction Kit. It is available for the latest Beta 2 and Beta 3 versions of Torque 3D.

Purchasing Sahara is simple. Register on Bitgap.Com, buy via PayPal and see the product instantly appear under your account's list of products - very much like what you're used to here, on TorquePowered.Com. Sahara also gets the bonus cliff models from the Cliff Construction Kit.

Sahara is now available for purchase at Bitgap.Com.


The following is a short tutorial / quick start guide video for Sahara.
Excuse my accent, I'm not a native English speaker. :)



View on YouTube

And another video that shows off some of what really is possible with Torque 3D and Sahara:



View in HD on YouTube

Thank you for reading through.
As always, comments are much appreciated. ;)

-- Konrad

@konradkiss
KonradKiss @ GitHub
konradkiss.com

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#41
01/30/2013 (9:20 am)
Thanks for the follow-up, Gordon! I was already knee-deep in shader code to come forward with a timely response, but it looks like this is my lucky day! :)
#43
02/09/2013 (9:21 am)
@Settimo: There will be new stuff coming for Sahara, but it will be for the MIT version. The 1.1 version works with 1.2 as well.
#44
02/09/2013 (11:49 am)
@Konrad, Thats Great news... Sahara has always been one of the first things I merge into a new project. A must have as far as I'm concerned :-)
#45
02/09/2013 (12:08 pm)
@David: Thank you! Great to know you find it useful! :)
#46
11/04/2013 (11:57 pm)
@Konrad
is there any news regarding the update for the MIT Version
as am getting a error when trying to compile
the latest sahara with the latest T3D Mit Version

and what are those new features you mentioned?

Edit:
Issue resolved, was just a unresolved identifier d_specular

in advancedLightingFeaturesHLSL.cpp
above

Var *accuPlc = (Var*) LangElement::find( "plc" );
  Var *accuSpecular = (Var*) LangElement::find( "accuSpecular" );
insert
Var *d_specular = (Var *)LangElement::find( "d_specular" );
maybe it helps others
used the latest developement branch of T3D MIT
#47
11/06/2013 (9:41 am)
@J0linar: Thank you so much for fighting through that issue!

Sahara's been getting less attention unfortunately - ever since the engine went MIT. (It's merely a coincidence, however.)

As for what the new thing about Sahara will be - I think you'll need to wait a few more weeks to see. So far I had lots of trouble finding the time to complete what I have for Sahara, but making a slow progress regardless. I'll definitely let you know here.
#48
11/06/2013 (11:46 am)
@Konrad Kiss
am happy to see a life sign from you

and i totally agree Sahara should get much more attention,
thanks for the info
#49
11/06/2013 (3:33 pm)
Sahara has always been the first thing I get going when the engine gets updated, Its essential for a more realistic looking environment imho.

I'm spending more time getting stuff working than working on my game at present lol
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