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Porting from 3DGS

by Ben Harrison · in General Discussion · 06/28/2005 (1:29 pm) · 1 replies

We're thinking of porting our 3DGS game to the Torque engine, and I would love it if anyone could take a peek at our game and give me some thoughts about how hard it might be to replicate in Torque.

I've read through a number of posts here regarding 3DGS vs. Torque, but I'm wondering specifically about porting this partiuclar game. You can check out the free version at www.bigbrainz.com. Keep in mind that I'm pretty darn good with C-Script now, but fairly clueless with C++. Could I single-handedly re-create this game in Torque in 2 to 3 months--or would that just be smokin' crack?

Many thanks,

Ben Harrison
President
Big Brainz

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#1
06/28/2005 (1:38 pm)
Well taking a quick look at the website looks like you could do most of it in script. I am pretty sure MS3D can import MED's models then you can export them to torque, and you can take worldcraft and import the .map files from WED without textures though, then export from there to cshop or quark.

So the art assets aren't that bad to redo, the code would take some time. I would say figure 2-3 months to get the hang of torque itself in your spare time, perhaps less if you go at it full time.

Then since you have created the code once, you have the general base to code from. There used to be some people making a mini racers game that prototyped in 3DGS then ported over to torque, if you could get ahold of them specifically I am sure they can be more exact.