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Modularity of Engine and Data...

by Brian Bruinewoud · in Torque Game Engine · 04/18/2007 (6:38 pm) · 3 replies

From browsing the site and forums, it seems that TGE has components for graphics, networking, ui, collision detection (and other basic ai?) etc.

Is it possible to set compilation flags to get rid of some of these? Specifically, I'd want a dedicated server which will not need to include the graphics code (and would actually need as much resources as possible for its AI) but will obviously need the networking code. Is this possible?

Similarly, I'll need to have the terrain be destructable/mutable at run time in response to events (eg: craters from explosions). Does TGE(A) support this directly or is the data/code sufficiently modular that this can be added easily (ie, easier than using/writing another game engine)?

Thanks,
Brian.

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#1
04/18/2007 (8:42 pm)
There is a dedicated switch you can use to run a dedicated server, that turns off rendering.

There is a resource called "networked terrain deformation" that will allow you to have networked craters in TGE. It is not supported currently in TGE-A, and as far as I am aware isn't being worked on by anyone at the moment.
#2
04/19/2007 (10:00 pm)
Thanks, Stephen.

I've seen the word 'resource' around, what exactly is it in this context? At first I thought it was art or other data but it seems to apply to code or plugins or something...

Thanks,
Brian.
#3
04/20/2007 (12:36 am)
A resource can be pretty much anything, but normally is either a new c++ class or two for a functionality to add to your project, and/or patches to the existing engine to modify functionality. For the most part, resources are contributed by the community for free use, although occasionally they come in the form of a content or code pack.