Game Development Community

Torque questions

by Patrick Bohnet · in Torque Game Engine · 11/11/2004 (11:55 am) · 1 replies

Yea is me... why didn't I just include this in my previous post... who knows... I am insane. And my spelling is worse.

some general questions, engine wise

1) does torque suport multi monitors? Would I be able to put the 3d display on one monitor, and GUI elements on another (such as map, chat, vital statics, ammo, whatever)
1a) If so, how hard is it? Patch, built in, extensive re writing of the graphics layer?
1b) If not, does torque capture all of the inputs, and how well does it play with other apps running? (for instance with City of Heroes, I can run AIM, a web browser, and other applications on one monitor, while moving my mouse to the endge of the game screen it seamlessly moves to the second minotor... i can even run a window over the top of CoH, and the game updates underneith it... most other games "trap" the mouse and "minimize" when they lose focus)

2) Where is the game logic location in a network game? Is it possible for the magority of the game logic to be placed in the server for a multie player game, and let the client basically be a glorified 3d graphics app with colision built in? This is just a general question I guess... I will find out when I buy the lisence.

3) How easy is the creation of a Linux version? Right now, I have Mac and PC experiance with packaging and testing applications (busness software I will admit... but still software)... but zero experiance making software to be shrinkwrapped for linux... all of my unix software development has been in a controlled envinronment, server side, and with a custom installation script (human script... they follow the directions)

4) I know this is "lofty" but a question about the indy vs perfesional lisecne. If a game is made with the indy lisecne... and then after it ships you make more than $250k due to it being good, outside funding, whatever... do you have to go back and buy a profesional lisence if you still suport the game with patches? Of course, if you are making that much money... that should not matter price wise.

5) how well does the TGE handle different input devices? I know keyboard and mouse is pretty much a given... how well does it suport other devices? USB game devices (all platforms), multi button mice... joysticks... game pads with additional tackball features? is this abstract? or does it need to be coded in... how cross platform is it?

6) voice comminication. I did some reasearch though the resouces section... and it looks liek there might be a speex integration into TGE... is this done, or can I just not see the better code samples and resources until I get access to the private sections?

7) in the FAQ for the TGE it says "(such as part of a royalty reduction deal explained above)" when dealing with contributing code back to the engine. I am wondering if this was a holdover from a previous lisence of TGE, since the current TGE does not ask for royalties in either of its lisences.

I have a bunch of questions about the graphics and terrain/scene management... but since my final goal is TSE and those are I beleive the two largest changes in TSE... I will ask those in the other forum.

#1
11/12/2004 (10:39 am)
1. People have gotten various degrees of this working. I think it usually takes a bit of tweaking. The answers to your subquestions are "middlin' hard" and "configurable by user"

2. The server is the authoritative source of information about the game state. The client does prediction and interpolation.

3. Depends. Torque runs and compiles on Linux and people have shipped games with it on Linux, so not too bad. ;)

4. I believe the EULA spells this clause out clearly. If you do go over it would be appropriate to upgrade.

5. Handles them pretty well. There are resources for some of the cross platform stuff.

6. It's possible to do but no one has done it yet.

7. Probably a holdover. Naturally, we welcome resources whenever possible.