Game Development Community

A working version of TerrainManager

by Per Rasmussen · in Torque Game Engine · 04/17/2004 (6:53 am) · 14 replies

Is there a working version of the TerrainManager, and if so, where?

We (as many others) are making a game that needs huge non-repeating terrain that can be edited in-game. Can TM accomplish this?

I've read that TM should be part of gorpe now. Is this correct? Unfortunately, www.gorpe.com is down, and have been for some time. From what I've read, though, it is only the TM we need from gorpe anyway.

Thanks in advance.

#1
04/17/2004 (9:10 am)
The TM is sort of in a broken state. Chris Calef can give you some pointers.

TSE will probably have better terrain functionality in this arena, though I shan't say anything firm at this time.
#2
04/17/2004 (11:52 am)
Who is this Chris Calef? and how can I get in touch with him?

What is TSE?

Isn't there anybody who have made something like I described? From what I can read in the forums, there are many who is having the same problems.

Unfortunately, I am rather green with Torque, so I don't have the knowlegde to make this myself. And the documentation on the terrain is VERY lacking so I can't just learn. I hope this will improve in the future.
#3
04/17/2004 (12:34 pm)
Use the search feature in the upper right hand side of the webpage. To find Chris, search for developers - that will take you to him. Search Forums for TSE, and you'll find information on TSE. That's much faster than explaining TSE ever time someone asks. :-)
#5
04/17/2004 (4:11 pm)
OK. Time for soap box:

TSE would really have a competitive advantage over other game engines if it provided terrain paging, or at least multiterrain support.

A good terrain manager may require alot of changes to the code. It may be best to put an improvement terrain manager in a new branch of the code base (i.e. TSE).

I'm sure GG crew has already though about this, but its something for GG community to think about (and beg for :)

Another idea would be to use a completely new approach to the terrain engine, such as using Bezier patch landscape model instead of a hight field (similar to what was done in the Nel engine www.nevrax.org/docs/features_nel_3d.php3)
#6
04/17/2004 (4:25 pm)
If you've been tracking TSE posts you'll notice that I've already dropped hints on this matter. Go back and read 'em again if you haven't already.
#7
04/17/2004 (11:29 pm)
Thanks for the links Ben, but why the "Torque Network Library Previewed at GDC" (the second link)?

It's nice that TSE will have better terrain support, but that doesn't really help me right now. When will the TSE be realesed?
#8
04/17/2004 (11:34 pm)
The first link is a bit off topic. Sorry. ;) It's part of the new stuff we're doing.

As for when it's released... see my last post. This is a question I get asked pretty frequently, and the answer should be all over the place. The answer hasn't changed in the last few weeks.
#9
04/18/2004 (12:29 pm)
The best/newest answer I could find to the release question was, and I quote, "soon".

So now I'm waiting for this TSE which "will probably have better terrain functionality" and will be released "soon".

As one might have thought, I need a solution for TGE. But how do I get this? Has somebody else made something similer? If not, then how do I get started when the documentation of the terrain code is non-existing?

Please excuse all my questions, but this matter is getting rather frustrating.
#10
04/18/2004 (1:52 pm)
The current terrain code is frustrating. The TerrainManager is your best bet; if that won't work then writing your own solution is next best. There are a few good threads from when the original TM was being written that will help you out if you choose this path.

You'll have to figure it out on your own, I'm afraid. :)
#11
04/18/2004 (2:07 pm)
So I'm back to square one. :~(

As I asked earlier: Where can I find it? I've seached the forums for a long time and the newest link I could find, that wasn't dead, was build 6. From what I've read there should be newer builds, but all links are dead.
#12
04/18/2004 (7:42 pm)
As I said, ask Chris Calef. He was able to pull a copy recently, and he can either give you the patches or tell you how to get them from the net.
#13
04/19/2004 (1:42 pm)
Oh, Okay (I thought you meant that he could give me some pointers to how it was broken). I've written him, and is now waiting for an answer. If I get some info I'll post it here.
#14
04/19/2004 (10:59 pm)
Thanks. Well, he can probably explain where it's broken, too. :)