2D, or not 2D...
by Derek Kittrell · in Torque Game Engine · 09/22/2003 (9:31 pm) · 2 replies
Sorry for the cheesy topic. Uhm. Let's see. I'm toying with the idea of developing a multiplayer, top-down combat game (think Subspace/Continuum), and I'm not quite sure what engine is right for me. So far, I've looked at PTK and, of course, Torque. Obviously, as a top-down game, the 3D aspect is virtually null. I suppose 3D models of ships with the Z axis set at 0 and a fixed camera position would work (right?), but would it work well? Is Torque overkill? I don't foresee the game I have in mind becoming the next big thing (partially due to licensing concerns), but there is a chance that I could require upwards of 100 players in a zone.
I'm looking at PTK and Torque because to the cross-platform support. I have experience with coding text games, but this would be my first venture into the graphic world. Any advice would be greatly appreciated.
I'm looking at PTK and Torque because to the cross-platform support. I have experience with coding text games, but this would be my first venture into the graphic world. Any advice would be greatly appreciated.
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#2
I've found it's pretty easy to dike stuff out of Torque; I once removed fogging and culling in about two hours, so trimming it down for 2D work should be pretty straightforward (especially if you're willing to keep using GL).
09/23/2003 (5:25 am)
Torque is definitely capable of what you want. I'd personally consider using it over EZ2D, because Torque is at something like revision three (based on major projects using it) while EZ2D just made the leap to 1.0 :)I've found it's pretty easy to dike stuff out of Torque; I once removed fogging and culling in about two hours, so trimming it down for 2D work should be pretty straightforward (especially if you're willing to keep using GL).
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