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More questions...

by Hany Abbas · in Torque Game Engine · 05/28/2002 (1:49 am) · 3 replies

Please I need answers for the following questions,

What light types this engine supports?

Could the terrain surface receive shadows from both actors and static geometries?

How fast the Lightmapping calculations time (with some engines u may wait hours for these calculations)?

What is the deference between Torque and V12 engines?

Is this engine uses Radiosity calculations for lights?

Thanks...

#1
05/28/2002 (2:04 am)
Hi there!
Q1: see holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/editing/lighting.shtml
Q2: Yes, players and static objects (DIF) cast shadows...
Q3: a matter of seconds (maybe a few minutes if you got REALLY big maps...)
Q4: No difference, V12 is simply called "Torque" now
Q5: Not really sure about that one...
Cheers!
#2
05/28/2002 (4:47 am)
Thanks for fast reply and the useful link! :)

Another questions:
Q1: Dose it support the following:

1- Reflictive surfaces (mirrors)
2- Curved surfaces

It will be great if there is a page/document for the very detailed technical features.

Q2: The Torque demo "realmwares" did not work on my machine maybe because I have TNT2 card and it requires GeForce or above .. so is there another demo can work with my TNT2 ?
#3
05/28/2002 (7:38 am)
RealmWars works fine on my friends 3 year old TNT2 Ultra, even ran at 1024 x 768 with no problems.

The only problem and this was a every resolution is that the player models lost their texturing when the camera would get UP close to them. But past a certian threshold they were fine.

You HAVE to have the latest OpenGL and DirectX drivers for it to work. You also have to follow the instructions and get OpenAL for the audio to work.