Game Development Community

Torque engine limits

by Michael Bartnett · in Torque Game Engine · 08/08/2004 (9:21 pm) · 11 replies

Hi,
I've been monkeying around in DB for a few years, and the next step I'm taking is learning C++. Naturally when I start the most I'll be able to do is standard console input/output and manage memory in cool ways. So I looked into Torque, being able to script games using a C-like syntax and after I've got a more stable knowledge of C++ being able to use the engine directly was really appealing.

However, I've noticed a lot of the games in the showcase are mainly action/FPS type games. Is the reason for this just because people like developing those type of games, or does the engine cater specifically toward those game types?

I'll probably start off with a small first person shooter, but then I'm going to want to break out and try something new. Can anybody clarify if some game types are just not possible with the default build of Torque? If you'd have to modify the engine, what's a general idea of what would need to be changed? It might be fun.

#1
08/08/2004 (11:15 pm)
I'm not an SDK owner myself (yet), but you can do pretty much anything you want with Torque.

Some of the GG staff are close to releasing a RTS Pack (eta this week?) and Melv May (a great community member) has been working on a Torque2D pack - you can view some screenshots from one of his .plans from a week or two back.

If you look at some of the released games, Think Tanks, Orbz, Marble Blast etc, you can see that FPS isn't your only option. It is perhaps the easiest option only because the SDK / Demo comes with a FPS example.

If you search the resources, you'll see examples of how to change the camera and lots of others useful examples to suit your project.
#2
08/08/2004 (11:20 pm)
My biggest gripe with torque is the lakc of a general purpose 3d format that will support multiple UV channels and some basic brush and texture effects/blend modes etc from a 3d app. but if you can get by with 1 UV channel and a regular CSG style editor for your levels etc then its ok.
#3
08/09/2004 (1:45 am)
It's built to do a FPS, but without modding the C++ you can do any 3rd person style game also ... so yeah it's geared toward 3D first or third person networked action games (it was made for Tribes so draw your own conclusions). To do 2D and RTS obviously takes some modding of the engine, hence the packs.

As Adrian said the 3D art pipeline is limited. Our biggest issue really. The netcode is just great as well as having GUI and Mission editors built in. I'm also liking the new shader engine which now works on my machine ;) Overall, I'd say coming from DB it'll be quite a different experience for you, but a good one. If you read the 3D Game Programming All In One book it'll help you get a vibe for the methodology behind the engine and push you to understand object orientation and why it's great.

If you want to really understand what goes into a 'AAA' game engine and you want to learn C++ it's a good route to take. Also, you learn it and there's a chance to get on Xbox through here now as well. That fact seems to overcome any other limits of the engine in my mind.
#4
08/09/2004 (3:58 am)
This engine is only limited by designers/programmers talent
#5
08/09/2004 (4:59 pm)
Well, that's pretty much sold it. Even if it is an engine designed for action games, it's a heck of better than starting an engine from scratch and the small chance of distribution on Xbox is pretty cool. I'm talking the folks into ordering the book for me as a birthday gift, then while I'm learning that I'll be saving for an indie license.
#6
08/14/2004 (3:42 pm)
What are the Torque Engine limits when it comes to creating an MMORPG? Is it possible? If so, how much coding are we looking at?
#7
08/14/2004 (10:27 pm)
See above.

You'll have to do a fair amount of work with the engine to get it to do that.
#8
08/15/2004 (11:38 am)
Yes, Torque has been used to make games in all kinds of genres, and with many different styles. A few concrete examples: Torque has been used to publish commercial Shooters, Racers, Action games, and many other kinds of games. It's being used to develop RTS technology, RTS games, RPGs, 2D Technology, and several teams are working on MMOGs.

Those are just a few quick examples pulled from the recent Dev. Snapshot gallery. :)
#9
10/22/2004 (4:53 pm)
Hi, Having a problem loading objects into the engine and I was wondering if it may be due to a limit in the amount that the engine can take.
Basically it a very large scene. I could be loading DTS's into the engine and out of the blue I'll only just be able to load a null, when I remove the last succesful dts I'm allowed one more objects (this could be diff. also) hence why I think there is an object limit.
Can anyone help?
Thanks
B
#10
10/22/2004 (6:13 pm)
The engine has limits? With a good amount of work it can do anything! Thats why it will never die. (Yes, even the dishes with some work.)
#11
10/23/2004 (6:16 am)
@Philip McConnell
There are a number of hardcoded limits in the engine, mainly for network efficency, that you may be running into. You also may be running into memory allocation limitations or swap allocation problems, but I'd bet that it's some of the hard-coded areas. I can't remember where the locations of any are off the top of my head and I'm not near the source now to regroup my memories, but if you search the forums for hi-poly, huge interiors, etc, you should find some of the programmed limits that you can scale.