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For all Torque programmers

by Warren Thompson · in Torque Game Engine · 05/20/2003 (10:26 am) · 3 replies

Currently designing/developing an RPG game called Harbinger's ballad www.vampthompson.com/harbinger/harbinger.php and I am looking for some programmer's advice on the technilogical limitations of this engine. The game is designed to use Kingdom Hearts style gameplay, and I've heard that the Torque Engine doesn't do well with melee combat, which is a major concern.

Also, if anyone has any knowledge of Stereoscopic gaming I would love to discuss how to incorporate this into our game. This is a feature that I'm currently wondering if our team will be able to use with this engine. There are several others noted in the design document on the web page above, and if anyone cares to take a look, and has an opinion on how much of this is feasible, I would be much obliged.

A lead programming position is also availabe in the help wanted ads if anyone is interested and cares to take a look.

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#1
05/20/2003 (11:58 am)
Torque is a bundle of source code, all of which you have access to. There aren't any technological limitations as such. Anything that doesn't meet your needs can be replaced.

I've never seen 'Kingdom Hearts' so I won't comment on your gameplay needs beyond saying that some people have melee already, and realm wars is depending on this so the community will most likely contribute improvements in this regard.

Stereoscopy - Like shutterglasses or VR goggles? That's pretty easy to do, the main pain involved is that you have to raise your system requirements or lower your graphical flash, since you need 2x the framerate to support these devices.
#2
05/20/2003 (12:27 pm)
Thanks...aware of the doubled framerate. Is there a standardized technology for stereoscoping that most use?

Kingdom Hearts...almost zelda like gameplay, I can't think of an equivelant on the PC though.

It's not so much limitations I'm worried about as much as, what the engine itself will be able to handle without extras. I don't want a programmer to end up coding the entire game itself...otherwise it would just be easier to invest in a different engine that met our specifics, right?

Or, heavens forbid, code our own! AAAH!

Thanks for the input though. It helps.
#3
05/20/2003 (12:52 pm)
A lot of stereo drivers hook right into the API level (D3D or OpenGL) and pull the depth info from there. The programmer usually doesn't have to do anything at all. I seem to recall a few (unpopular, old, or non-consumer) products where you had to use a special API, though.

Even if you end up cutting out large, even HUGE, sections of code, Torque is probably going to save you time. Just because you might need to for example, touch up collision detection or character animation for your melee fights - that doesn't mean you'll have to throw out the rendering or the networking code.

If you can find another engine that already does exactly what you want that would be great of course, but I can't think of one much closer than torque based on a quick look through your design doc and your comments here.