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Is Torque right for my project?

by Mike Damert · in Torque Game Engine · 03/23/2004 (4:51 pm) · 6 replies

I'm doing a project for school where I want to demostrate the A* algorithm in an outdoor scene. Torque seems to be the way to go for easy outdoor levels, but before I set down the $100, I'd just like to make sure--I have a pretty short time frame (month & a half) for the project, so I want to make sure everything's possible within the time limit. Would it be very easy to implement the following?

1. Overhead (isometric-syle) fixed camera
2. Ability to draw nodes (using either lights, 2D objects, or 3D objects) on terrain
3. Ability to draw lines connecting one node to the next
4. Ability to connect nodes to their graphical representation (I'd probably need to write my own code?)
5. Simple GUI that explains what's going on in the algorithm
6. Toggleable in-game motion (a character should run from one node to the next, then pause while the algorithm is demonstrated, then go to the next node, pause while the algorithm is demonstrated, etc.)

If Torque is not the right way to go, would there be a better, cheap alternative?

#1
03/23/2004 (6:00 pm)
The 6 overhead issues you mention are no problem, with Torque. Fixing a camera is simple, drawing nodes and lines is also easy, especially if you were just to use colored shapes and connectors. The GUI part would be very simple, and toggling movement is easy too.

You wouldn't even need to touch the C++ engine code, all of the above is possible using the functionality available to TorqueScript.

The only real overhead would be learning how to manipulate the engine systems through TorqueScript. However, there are many great resources and tutorials available to help. Plus, there are many, many example programs that you can study.

As far as implementing work with A*, there are also some great resources available. The community here rocks. In particular, check out this .plan from Justin Mette.

Neato stuff.

Good luck with your project, no matter which way you go. Sounds fun :D If you do go with Torque, be sure to ask any questions you might have, and then to share your results with us all.
#2
03/23/2004 (8:02 pm)
Thanks for the quick response. I had actually seen Justin Mette's .plan before, which was one of the reasons Torque immediately came to mind when I thought of A*...well, that and the fantastic terrain support.

Anyway. I'm going to sleep on it, but I think you've sold me :)
#3
03/23/2004 (11:03 pm)
Within the time limits, it may be difficult to accomplish with Torque. I'd actually suggest Irrlicht for it since the tutorials cover a good number of your questions.

Torque is a great engine, but for the timeframe you're looking at, I'm hesitant to recommend it. It has quite the learning curve in comparison to other engines, even if you're simply using the scripting language. This curveplus your normal schoolwork may prove too much.

Now, if you had a project that you wanted to do beyond this assignment, I'd recommend it hands down.
#4
03/24/2004 (3:51 pm)
Do you really need a 3d engine for this assignment? It's difficult enough getting a fast, accurate and robust A* pathfinder working on it's own. If I were you, I would consider writing a standalone program that did the pathfinding, and make the pathfinding itself really solid. Maybe you could export paths and load them into torque for the demo. Then if you are way ahead of schedule, you could try and move the code into a game engine.

That's just my opinion, though. Torque does give you all the features you mentioned above.

Joel
#5
03/24/2004 (4:47 pm)
Thanks for the tips guys.

I gave Irrlicht a download last night (couldn't sleep), which is actually easy enough to use that I could get the assignment done on time. Unfortunately, the terrain engine is still in alpha and very feature-sparse. So that wouldn't work out.

From what I know about Torque, it would probably be a rush to get this project done within the deadline. Also, it costs money and takes time, both of which I have very little.

The reason I'd wanted to go 3D was that a) it looks cooler; b) it's easy to represent positions at different heights. A* is based on making a value judgment about how "good" a position is, so positions at different heights would be ideal for this. Odds are, though, I was just being over-ambitious. I think I'm going to settle for 2D, probably with SDL, and keep Torque in mind if I ever gather the ambition and time to make a 3D game.
#6
03/25/2004 (1:24 am)
Cool, yeah if your instructor isn't going to reward the use of 3d graphics anyway, I guess there's not much point in taking on the extra complexity.

Good luck with the project :)