T2D meets TGE
by David Barr · in Torque Game Builder · 05/04/2005 (11:12 am) · 29 replies
This afternoon, while messing about with a dynamic texture object (from 1.4 Torque) I was having trouble deciding what i wanted to do with the thing. It then struck me that it would open up all sorts of possibilities if you could get a T2D game actually inside a Torque game in 3D rather than overlayed on top in 2D.
So, an hour or so later, I now have a playable version of the T2D spaceshooter demo running inside a Torque game :)
Have a look at the little video below to get an idea of what you can do with an fxRenderObject, a DynamicTexture and T2D.
Its recorded with FRAPS so the background looks a little jerky but it is fine in game.
www.vhp.co.uk/T2D_meets_TGE.zip
Encoded in mpeg (plays in windows media player) and 5.2MB
So, an hour or so later, I now have a playable version of the T2D spaceshooter demo running inside a Torque game :)
Have a look at the little video below to get an idea of what you can do with an fxRenderObject, a DynamicTexture and T2D.
Its recorded with FRAPS so the background looks a little jerky but it is fine in game.
www.vhp.co.uk/T2D_meets_TGE.zip
Encoded in mpeg (plays in windows media player) and 5.2MB
#23
Think about it. It T2D, you can have multiple scrolling and animated backgrounds, all layered. So layer that as a texture and display it as a single T2D instance on a surface (tiling I imagine would blow up your standard Alienware machine). I'm not an engine programmer - tend to do all my stuff in script - but at my level I think this would work. Imagine the ability to just scroll water on a waterfall like in World of Warcraft without needing to muck about in shader code (namely since TSE isn't ready for release yet).
Any of you engine coders out there think this is possible, or have any other ideas?
-Dave C.
09/19/2005 (1:38 am)
More than just computer terminals... this would give you the ability to do some 'shaders' like in Quake 3!Think about it. It T2D, you can have multiple scrolling and animated backgrounds, all layered. So layer that as a texture and display it as a single T2D instance on a surface (tiling I imagine would blow up your standard Alienware machine). I'm not an engine programmer - tend to do all my stuff in script - but at my level I think this would work. Imagine the ability to just scroll water on a waterfall like in World of Warcraft without needing to muck about in shader code (namely since TSE isn't ready for release yet).
Any of you engine coders out there think this is possible, or have any other ideas?
-Dave C.
#24
10/13/2005 (2:34 pm)
I have a fantasy.. of TSE water in background.. like waterfalls and river valley.. with a side scrolling T2d game in the foreground .
#25
10/16/2005 (7:03 pm)
Very Very Very Cool
#26
02/14/2006 (7:30 pm)
Just wanted to bump this to see if we can get any sort of official documentation on it, or some sample code :]
#27
05/13/2006 (7:10 am)
Wooow!! really really amazing!
#28
09/07/2006 (3:21 am)
Any body combined tgb 1.1.1 & tge 1.4??
Torque 3D Owner Matthew Langley
Torque
lol yeah, too tempting to not test it. Was surprised that it didn't bring my machine to a halt either, slowed down of course, but much better than I would've thought.
Hmm frameskipping, didn't think about that, that definately could save some processing power. Especially if I had AI unit play games and you were to walk by them playing I could implement it on that since the precise movements wouldn't be needed.
Definately a good idea, thanks for suggesting it. Also thanks for
I like that, if I get tricky enough I could even have multiple scenewindows pulling from the same scenegraph and just have each window exclude all but one title graphic... or maybe even time the texture grab and alternate the screen titles, not sure how hard it would be to synchronize that though.