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Just a couple quick questions about T2D

by Kenneth Godwin · in Torque Game Builder · 07/19/2005 (7:55 pm) · 13 replies

1) Does T2D have the same networking capabilities as TGE or is it limited due to the fact it is an EA and parts are not finished?
2) Does T2D, or will it ever, have built-in isometric graphics (diamond tile maps like Diablo with 3desque graphics) support?
2b) If it will eventually be put in, is there any estimated timeframe for it to be put in the EA release?
3) Is T2D's core code stable enough that I can build something on top of it without having to worry about having massive re-writing of the code as the engine progresses?

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#1
07/19/2005 (10:28 pm)
1) It has full RPC support, which is enough for a LOT of networking needs (especially if you're not doing a realtime game). More coming later.

2) Pretty sure you can do this already.

3) Absolutely. It shares most of its codebase with Torque, which is pretty stable.
#2
07/19/2005 (11:20 pm)
Any eta on 'later'? I understand an eta would in no way be binding and is little more than an educated guess usually.

I was planning on doing a small scale realtime rpg that is multiplayer, so that detail is important. Just curious if I'm better off delaying and doing a TBS I have been thinking about, simply waiting and revising the design more once I finish it, modifying TGE to do a static bird's eye view, or starting anyway.

Thanks for the reply.
#3
07/20/2005 (4:58 am)
T2D does not support isometric out of the box right now. There is a plan to put it in (as stated many months ago), but no timeline has been given other than it is a lower priority than some of the more basic things that are missing or not fully featured yet, such as networking. As for updates, we haven't seen an update for over 3 months... so don't hold your breath.
#4
07/20/2005 (5:34 am)
AFAIK, the network layer in T2D is the same as TGE, but the T2D objects are not network aware. This is something that is in the work, but I don't know if it will be in the next release.
If I remember well, Melv said that the hardest part of implementing real time networking was making the phisics engine network-friendly.
As Aaron said, T2D does not support isometric right now. Gian Piero Favini implemented this feature in his game, as you can see here.
#5
07/20/2005 (6:55 am)
Quote:Melv said that the hardest part of implementing real time networking was making the phisics engine network-friendly.
That sounds right to me. According to an article I found on Google, Torque 2D uses Euler integration for the physics engine... and if any of you are familiar with Euler, you'll know that it's generally regarded as the least accurate of the integrations (with RK4 being one of the more accurate ones). And with this inaccuracy, I can see how it would be hard to network in the physics without full-time updating.

Isometric is currently not one of the T2D's 'standard' features, however, it is definitely possible with a clever graphics artist.
#6
07/20/2005 (8:51 am)
Ugh, no updates for 3 months?

So that really limits me to either using TGE far below its capabilites or doing something else in T2D and hoping a year from now it's done.

Thanks guys.
#7
07/20/2005 (9:03 am)
May have been 3 months since the last update, but a lot of things are being worked on :) Consider T2D hasn't been out for all that long, things are progressing very quick on T2D... I've been more than impressed with how quick Melv can add some major features to T2D, hes like a coding madman! Our coding madman :)

Melv's Plan - Physics Updates
justin's Plan - Editors
my plan - Turn Based Networking
#8
07/20/2005 (9:13 am)
Well, I already bought it so need to convince me. =) I'll just do something within it's current limitations for the time being. Not that big a deal. =)
#9
07/20/2005 (11:23 am)
Lol sorry if it came out as a sales pitch... welcome to the community :) You won't be disapointed, feel free to post any questions on the private forums.
#10
07/22/2005 (3:26 am)
Hi,

Is it possible to achieve pixel-perfect collision with T2D?

Thanks,
Peter
#11
08/04/2005 (1:42 am)
Hi again,

Well, my question was probably a bit misconcieving, what I wanted to ask, in fact, is this: does T2D support collision masks to properly detect the collision of non-rectangular images mapped onto rectangles? At least I suppose T2D uses rectangle polys for sprites as many 2D engines do. Do I have to slice up my sprites to more rectangles if I need greater accuracy?

Thanks,
Peter
#12
08/04/2005 (1:59 am)
Supports arbitrary convex polygons, also circles in the latest code...
#13
08/04/2005 (4:46 pm)
Many thanks, Ben!

Peter