Game Development Community

Torque 2D: web plugin?

by gamelab · in Torque Game Engine · 01/14/2005 (12:11 pm) · 8 replies

I've looked around a bit and haven't found any info on this website about the proposed features of Torque 2D, except what's included on the announcement that it will support OSX. If there is a page for it and I'm just too inept to find it, please point me to it. Also, I was wondering if Torque 2D will come with a browser plugin / activeX control for making web versions of games. thanks!

#1
01/14/2005 (12:30 pm)
My recent .plan has a high-level list of features. I'll do a follow-up .plan (maybe over the weekend) that digs deep on the feature-list too. And Melv has a whole series of .plans detailing everything (you can get to his list of .plans from the link @ the bottom of mine). Melv will be putting out new .plans soon too.

Thanks for the interest... be prepared for a long read, there's a ton of info on T2D out there once you start digging. :)
#2
01/14/2005 (12:55 pm)
Wow, sounds great. Has it been considered to make a web plugin? Is this something that people are interested in, or does that tend to be more trouble than it's worth because of security, etc.?
#3
01/15/2005 (5:09 am)
Meant to reply to the original question before, woops. We are very interested in getting T2D running in browsers, and that's all I can say for now! :)
#4
01/15/2005 (6:11 am)
I still don't know what Torque2D is going to be...
Will it be connected to tge some way?
Is Zap! a product of Torque2D?. I need an FAQ for this Torque2d :D.
#5
01/15/2005 (6:18 am)
@Thomas: The future may see slightly different packaging of T2D but as it stands, T2D is written using the TGE. That is to say that it uses the engine for support such as scripting, vectors, resource-manager, GUI, sounds etc. A typical T2D session involves putting a special GUI control (or lots if you want) on the canvas which will render your 2D scene (or lots of scenes if you want). You can then add objects to the T2D scene, get them moving around, banging into each other, adding particle effects and lots more.

T2D is really easy to setup and it's totally driven by the scripts. You create a window, create a scene, create your objects, add them to the scene and you're up and running.

You'll hear T2D being described as a Game-Maker and this is where it's heading with these scripts, sprites and particles being configured via a GameMaker IDE. You'll still be able to drive everything manually via the scripts though, if you want.

The great thing about T2D is that it really is easy to "just get stuff working".

Zap is not written using T2D although it would be possible to do so and is an intreaging idea. :)

- Melv.
#6
01/16/2005 (1:58 pm)
Zap was written with TGE, though, right?
#7
01/16/2005 (2:36 pm)
Zap was written from scratch and only used the TNL for network communication.
#8
01/16/2005 (4:09 pm)
The reason Zap wasn't written on Torque originally was because it started out just as a simple example to demonstrate using TNL in a game environment. Since TNL has an open-source license and we wanted Zap to be an open-source example, we couldn't build it on Torque.

Now that Zap has evolved into more than just an example and into a full-game though, it makes sense to have it running on Torque. As Pat revealed in his last .plan, that's exactly what we're working toward now. :) It'll be much easier to give Zap some cool new features we want it to have once it's leveraging the Torque platform.