TGE and "Space" styled sims
by Jeff Houck · in Torque Game Engine · 12/14/2004 (6:46 am) · 7 replies
Just curious to hear any insights, opinions or other user experiences in modding the TGE for "outer space" style sims or games. Most of the examples and games I see that use TGE are "terrain based" FPS style. The notable exception in "Void Wars" which I believe is all done in a space type of setting. Any comments? Thx.
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#2
12/14/2004 (7:24 am)
What kind of mods did that entail Robert? I'm not after code, just generalities. (I have a TGE license BTW.)
#3
Making a good-looking terrain system is hard to do, though, and the fact it's built into Torque encourages people to use it, I think :)
You'd need to get rid of the terrain itself, and you'd need to create a new vehicle object with the space-based physics of your choice. I don't know if altitude restrictions might be an issue - I haven't delved deeply enough into that code to know for sure, but it looks like Torque is built around having a somewhat restrictive z-range. That could be an issue.
12/14/2004 (7:54 am)
Void War wasn't made in TGE - however, in retrospect, I wish I had. I've actually looked at Torque in consideration of a sequel sometime down the road, and on the surface it doesn't seem like it would be very difficult at all. Making a good-looking terrain system is hard to do, though, and the fact it's built into Torque encourages people to use it, I think :)
You'd need to get rid of the terrain itself, and you'd need to create a new vehicle object with the space-based physics of your choice. I don't know if altitude restrictions might be an issue - I haven't delved deeply enough into that code to know for sure, but it looks like Torque is built around having a somewhat restrictive z-range. That could be an issue.
#4
12/14/2004 (8:07 am)
Well I just had to remove the terrain from the mission file and add a star texture for the sky, I also added a Physical Zone and put the gravitymod to 0, and the I added individual gravity modifing properties for each player or ship class. If you need more detailed or specific information, feel free to ask. Also this is in the public forum so some of the things that require code will not be put on these forums.
#5
I totally agree with you regarding the terrain system and people using it. There are quite a few FPS terrain-based shoot'em up out there. I'd like to try something different...
@Robert, thank for the offer. I may ask to pick your brain as this concept starts to come together.
12/14/2004 (8:09 am)
Actually, Jay, your work, "Void Wars" (even if it wasn't done in TGE(oops!) ) is what prompted me to start this thread. I've always had a hankering to do a "space" oriented sim, with a different combat/engagement style than Wing Commander, FreeSpace or Void Wars. I'm wondering if it's worthwhile to mod TGE or if I should just go with Ogre (shrugs). I totally agree with you regarding the terrain system and people using it. There are quite a few FPS terrain-based shoot'em up out there. I'd like to try something different...
@Robert, thank for the offer. I may ask to pick your brain as this concept starts to come together.
#6
12/14/2004 (8:16 am)
TGE go for TGE, plus I think they are coming out with a space pack or something. this engine will save you time and money. Torque is so powerfull and easy to make it into any type of game you want, as far as im concerend TGE is the only way to go for anyone with a budget under $400,000. And yes i have checked lots of engines I have even created a simple Direct X engine.
#7
Yup! That would be me... 8^)
I've heard on and off about the "space" enhancements or pack.
I wonder if it's still going to be a reality, and when?
12/14/2004 (12:07 pm)
Quote:TGE is the only way to go for anyone with a budget under $400,000
Yup! That would be me... 8^)
I've heard on and off about the "space" enhancements or pack.
I wonder if it's still going to be a reality, and when?
Torque Owner Robert Stewart