Versatility
by Alex May · in Torque Game Engine · 12/05/2004 (1:59 pm) · 2 replies
Hi all,
I've been checking out the engine demo and the info around here. I'm wondering how versatile this engine is, as many of the examples seem to deal with realistic environments featuring a landscape and such like.
For example, would I be able to make a 3D space RTS along the lines of Homeworld? How about an isometric tile engine? I'm aware of the RTS starter kit but it seems to rely on the terrain engine for its playing field. Of course I'm assuming I'd have to code the hypothetical tile engine itself, but does Torque allow for this kind of behaviour?
Basically, the question is, how easy is it to break out of the Landscape/portal space of the Torque engine to produce games that don't operate in such spaces?
I've been checking out the engine demo and the info around here. I'm wondering how versatile this engine is, as many of the examples seem to deal with realistic environments featuring a landscape and such like.
For example, would I be able to make a 3D space RTS along the lines of Homeworld? How about an isometric tile engine? I'm aware of the RTS starter kit but it seems to rely on the terrain engine for its playing field. Of course I'm assuming I'd have to code the hypothetical tile engine itself, but does Torque allow for this kind of behaviour?
Basically, the question is, how easy is it to break out of the Landscape/portal space of the Torque engine to produce games that don't operate in such spaces?
About the author
#2
For instance, there isn't much detail on the methods used in Torque for collision detection. Did I read right that Torque has BSP code? If so, then I guess that isn't tied down to the portalised indoor / landscape outdoor code?
12/06/2004 (1:22 am)
Good stuff. What I need/want is a library of stuff that means I don't have to code graphics routines and math libraries and stuff for ages before I get my polygon on the screen. I was worried that with Torque I'd be tied down to a certain style of game world. For instance, there isn't much detail on the methods used in Torque for collision detection. Did I read right that Torque has BSP code? If so, then I guess that isn't tied down to the portalised indoor / landscape outdoor code?
Torque Owner Josh Albrecht
Isometric tile engine? Check out the upcoming Torque 2D
I think that you CAN break away from the landscape/portal system of Torque relatively easily, and still have ALOT of great features to use. There's all that networking, graphical, scripting, mathematical, CROSS PLATFORM COMPATIBILITY, etc code that will be useful no matter what kind of game you make.
Are you going to have to do alot more work to make a game like Homeworld?
Yes. The further from a 'normal' game you make it (FPS/RTS/Racing, etc), the more work you will have to do. But I think most of the work you do will be creating your new functionality, NOT mucking around trying to get Torque to work with it.
So is it still worth it to get Torque?
Hell yes. There is so much useful, well documented code there that applies to almost any game. I would never want to try making a game without it. :)