Game Development Community

TGE Vertex Buffer, Dynamic Mesh, TSE

by Marlon Smith · in General Discussion · 11/26/2005 (3:00 am) · 2 replies

Hi,

Ive been searching the site for info pertaining to the use of Vertex Buffers and also how to procedurally generate a dynamic mesh per frame in Torque with no luck, as Torque seems to be very scripting language centric.

If vertex buffer access is possible and I can procedurally generate dynamic meshes, can anyone point me in the right direction?


Also, I am wondering about TSE, how similiar are the TGE and TSE frameworks and tools, and how much would I have to change to port my TGE code over to TSE?

#1
11/26/2005 (11:02 am)
Chances are you'll want to inherit from a GameBase and do your mesh generation there. You can use the tick mechanism to make sure your mesh generation gets done per-tick instead of per-frame, or per n-frames so that way you will get consistant results. Anyway, look at inheriting GameBase, and then just plug in your own rendering. It will already tell you where the object is with the mObjToWorld and mRenderObjtoWorld transforms so you can use that to transform your verts into world space. It should be pretty reasonable.
#2
11/26/2005 (1:00 pm)
Hi Marlon, check out the TSE public forum. You might find your 2nd question there.