Game Development Community

Any way to add 3D mesh to 2D scene?

by John Kanalakis · in Torque X 2D · 12/12/2006 (10:54 am) · 10 replies

In TGB, I could add a 3D .dts mesh into the level and animate it. Is there any equivalent (or any future plans) of that functionality in TGBX? Full 3D support, like the MarbleBlast demo at Gamefest would be ideal - but just getting a 3D shape to render in a 2D scene would be a great start.

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.


#1
12/12/2006 (11:11 am)
Quote:3D support is in the works, but is not available with this release.
#2
12/12/2006 (2:28 pm)
We have a crack team of experts working on 3D rendering in the 2D scene at the moment. Not sure when it will show up in a release, possibly 1.0, but we'll see.
#3
12/12/2006 (2:29 pm)
**edit** GG got to a better answer first...
#4
12/12/2006 (2:47 pm)
John - can you comment on whether DTS will continue to be the format going forward? For those of us that have a tools pipeline for DTS, it would seem a shame to move to something else. Perhaps we can get a lossless converter to DTSX if there is a new format?
#5
12/12/2006 (2:49 pm)
John Q. - That's great news on the 3D front, Thank You!!!
#6
12/12/2006 (4:49 pm)
We don't plan to move away from DTS, and at the moment, our DTS format is the same as the C++ engines. If anything, we'll support additional formats, such as the built-in formats supported by XNA, but its doubtful that we would drop DTS.

DIF support is a bit questionable. We don't have any plans to implement dif rendering support in TX. However, we'll probably provide a tool to either convert DIF files into whatever format we end up using, or re-export from the .maps to the new format. And tools like constructor can be expected to export interior geometry in that format as well. The interior format might be a modified form of DTS, but we haven't decided yet...kind of up in the air at this point.
#7
12/12/2006 (6:31 pm)
@John Quigley

Whoa... so Constructor will be able to be used to make TorqueX games?!
#8
12/12/2006 (8:59 pm)
Constructor makes geometry, and at some point you'll be able to load that geometry in torque X.
#9
12/13/2006 (2:46 pm)
My company will be releasing a 3D casual game in Q3 of 2007, and we were planning on TorqueX. Is there a suggested path that we can take to get started? Something like, "Use TGE and then porting to TorqueX".

Is there any information on when the release with 3D is expected??
#10
12/13/2006 (3:31 pm)
You can still use XNA's 3D support in your torqueX apps.