Large Crowds and Cities
by UCF_Student (#0070) · in Torque Game Builder · 12/06/2006 (7:24 pm) · 4 replies
Is Torque capable of handling large crowds and city scapes? I plan on pitching a game (tomorrow) involving crowds and large city buildings, can Torque handle this?
#2
First, I would assume this is a TGB question, not a TGE question, since your asking it here. (Why couldnt TGE apply to GTA 1 or 2 top-down style games.)
What sort of AI are we talking about with your 'large crowds'?
Have you implemented AI before? Low level stuff include basic movement and avoidance, to how AI gets updated and communicates with each other. Higher level issues include crowd management if there is such a thing.
Maybe integrating some AI middleware is an option.
So, guess it depends on how serious you are, doesnt it?
John
12/07/2006 (11:05 am)
What a loaded question, as if there is any game engine out there that specifically handles large crowds and city scapes. First, I would assume this is a TGB question, not a TGE question, since your asking it here. (Why couldnt TGE apply to GTA 1 or 2 top-down style games.)
What sort of AI are we talking about with your 'large crowds'?
Have you implemented AI before? Low level stuff include basic movement and avoidance, to how AI gets updated and communicates with each other. Higher level issues include crowd management if there is such a thing.
Maybe integrating some AI middleware is an option.
So, guess it depends on how serious you are, doesnt it?
John
#3
Each item takes a little time to render, of course, although not too much with culling. If the items spend a lot of time thinking about the meaning of life, that might slow the computer down, although if you use schedule i'm guessing it won't block the rest of the game from running
Every object you add takes up memory. No more or less (i'm guessing) than with any other tool (Unreal, Edith, C++, Lua, etc.)
Some tools might have a hard limit on the number of objects you can create. TGB has a hard limit on the number of layers (32) and might have a few others but not for the things you've asked about - sprites, objects, that sort of thing
i know it's hard to come up with a good, specific question when you're just starting your project, but if there is something more specific you want to know about, feel free to ask
Good luck
-b
12/15/2006 (4:39 pm)
The answer is yes, sure, it can handle lots of things on the screen. People, buildings, particles, you can have dozens or hundreds or maybe thousands of things on screen at the same timeEach item takes a little time to render, of course, although not too much with culling. If the items spend a lot of time thinking about the meaning of life, that might slow the computer down, although if you use schedule i'm guessing it won't block the rest of the game from running
Every object you add takes up memory. No more or less (i'm guessing) than with any other tool (Unreal, Edith, C++, Lua, etc.)
Some tools might have a hard limit on the number of objects you can create. TGB has a hard limit on the number of layers (32) and might have a few others but not for the things you've asked about - sprites, objects, that sort of thing
i know it's hard to come up with a good, specific question when you're just starting your project, but if there is something more specific you want to know about, feel free to ask
Good luck
-b
#4
BeyondVirtual is pretty much the closest that I can think of since it has evolved from the engine behind Steer Madness, which was a large-scale free-roaming GTA game with an udder and eco-agenda.
A number of choices have been made during the evolution process to enhance it as a more general purpose engine, but it is probably the closest (without the massive engine modifications that were made to Renderware for the Metropolis City Racer and GTA lines).
12/16/2006 (1:20 pm)
Quote:What a loaded question, as if there is any game engine out there that specifically handles large crowds and city scapes.
BeyondVirtual is pretty much the closest that I can think of since it has evolved from the engine behind Steer Madness, which was a large-scale free-roaming GTA game with an udder and eco-agenda.
A number of choices have been made during the evolution process to enhance it as a more general purpose engine, but it is probably the closest (without the massive engine modifications that were made to Renderware for the Metropolis City Racer and GTA lines).
Employee David Montgomery-Blake
David MontgomeryBlake