Game Development Community

Incorporating Torque into existing game design

by Soeren Jensen · in General Discussion · 04/01/2006 (3:17 am) · 6 replies

Hello group,
I have been looking at the Torque engine to handle the 3D aspects of a game I plan to write. Is it possible to incorporate Torque into an existing game project (written in Visual C++) and if so is the task an easy or difficult one?

I am not a customer yet - but I find the Torque Engine quite attractive as the alternative would be writing my own 3D engine - and for $100, i'd rather not :-0 But I hope someone can answer this..

Best regards,
Soeren

About the author

Recent Threads


#1
04/01/2006 (5:52 am)
Not enough information really.

Torque is a game engine you can't just merge engines on the fly. Unless you have a staff of 200 people and millions of dollars and a few years too kill? lol...

I don't really get what you want to do. With torque you need to bring in content. You can also modify the engine. But I don't see how you could run another exe using torque resources. Us besides TNL of course (network library for games that need basic networking component).
#2
04/01/2006 (10:39 pm)
Hi Randy,
Thanks for the reply - let me clarify my situation a little more.

My plan is to create a new version of one of my own all time favorite games, called ELITE. It was one if the first games I played like 20+ yrs. ago and my first 3D game experience. In very general terms, ELITE is a space simulator where the player acts as a trader, flying from spacestation to spacestation. I have build a tradeengine in C++ (used when the player is docked at a station). My idea was to use Torque for the 3D simulation - however it might be a better solution to use Torque for the hole d... thing :-)

Hope this gives a clue of my intentions - my knowledge of Torque is limited - and far from good enough to write this game of mine. It is to be considered my end goal.

Best of all,
Soeren
#3
04/01/2006 (11:55 pm)
Is your trade engine pure number crunching, i.e. no graphics/networking? If that's the case, it should be handy enough to merge it into the torque engine.

If you have made a 2D GUI in Visual C++ (I'm guessing this is the case), then the best approach would probably be to re-make that using Torque GUI objects- which are actually very good.
#4
04/02/2006 (12:09 am)
Hi Sam,
At the moment the trade engine is not gui based - and just text based (in a console). However the plan was to integrate into a 2D gui interface.

I do not plan to integrate network gaming right away - but I'd prefer a solution where this can be added later.

I'm almost convienced that the best approach would be using Torque for everything.

Thanks for your reply
Soeren
#5
04/05/2006 (1:33 pm)
Soeren

Sounds like you need to jump to torque. It would be easy to move over since Torque's scripting is c++ based.


Elite is the greatest game of all time. I know they are still "working on" Elite 4.

I've often thought of doing an Elite style game myself but didn't want to tackle it alone. Considering how much more is known about the universe now a new treatment would be awsome.
#6
04/05/2006 (11:40 pm)
Hi Alan,
I think Torque is the right tool for my game - as I wrote I'm somewhat new to Torque (currently getting the basic grasp of it by reading 3D Game Programming by Finney).

My original idea was to create the classic Elite - that would be preserving the original universe, but with modern graphics. I thought about contacting Ian Bell (co-author of the original Elite) and ask him if this would, to his knowledge, conflict with any copyrights. I should mention, that I have no commercial plans with this game.

An Elite 4? I've played X - beyond the frontier (both installments). But in my opinion that doesn't get the Elite universe - which was truely original.

Best Regards,
Soeren