Game Development Community

A couple of Pre-Purchase questions

by Matthew Jones · in Torque Game Engine · 05/27/2002 (1:02 pm) · 3 replies

I am curious after reading the "Features" section about the general proccess of level design. I have all my third party tools (Like Adobe, 3dmax, VC++). What other tools are generally required for level design with this engine.
How capable is the engine in stock form of handling indoor areas? I have read all about and seen the outdoor areas.
What serious Level limit conflicts excist?
What is the general polycount for a levels geometry? I know Tribes has got a generally high polycount, Is this the exact same engine?
Whats the polycount on average per weapon model , Player model and static models.
How does the portalling work in this engine. Is it imposed by the engine itself or does the level editor allow the user to place zoneportals.

I don't actually expect any one individual to answer all the questions but any would be a help before I start purchashing liscenses for my team. Thanks
Matt Jones RAZOR

#1
05/27/2002 (4:17 pm)
get the RealmWars demo and play it, it will answer most of these questions, the others such as specific poly-counts have NO hard and fast limits.
#2
05/27/2002 (7:14 pm)
Hey Matt, you might remember me from the RED board, I'm flegmato. Anyways I just thought I would tell you that I bought the engine a couple days ago and I think it's great. The community is very helpful and since you have the full source you can do anything you want. Definitley worth your money.
#3
05/28/2002 (11:28 am)
Great to see some familiar people here.

I will definatly get the demo and check it out.

Thanks