A couple questions (Multiple Controllers and porting)
by Mike Lockhardt Jr · in Torque Game Engine · 05/31/2007 (12:21 pm) · 4 replies
I have a couple questions that I hope someone might be able to help me with.
1. Can the Torque Game Builder & Torque Game Engine support multiple Controllers? Lets say if I were to hook up 4 Xbox360 Controllers to my PC could I build a game that would allow 4 different people control the characters on the same screen? I know multiplayer is possible over network and internet but I want to know if its possible on one computer.
2. How hard would it be to port Torque Game Builder & Torque Game Engine over to a non-current supported system?
For the sake of the argument lets say I own a Wii Development kit already, How hard would it be to port them over? And is their anything special I would have to do on the GarageGames side in order to do this? (extra fees?)
Thanks for any info anyone can provide,
-Mike
1. Can the Torque Game Builder & Torque Game Engine support multiple Controllers? Lets say if I were to hook up 4 Xbox360 Controllers to my PC could I build a game that would allow 4 different people control the characters on the same screen? I know multiplayer is possible over network and internet but I want to know if its possible on one computer.
2. How hard would it be to port Torque Game Builder & Torque Game Engine over to a non-current supported system?
For the sake of the argument lets say I own a Wii Development kit already, How hard would it be to port them over? And is their anything special I would have to do on the GarageGames side in order to do this? (extra fees?)
Thanks for any info anyone can provide,
-Mike
#2
05/31/2007 (5:34 pm)
Porting it to the Wii would violate your EULA so you would have to get in touch with us to work out a special deal.
#3
Did you ever successfully get more than 2 the abilities to shoot and jump?
-=-=-=-=- Edit
I've successfully gotten 2 players to run around on the screen. But once I start trying to use 3. Everything gets crazy. I have vanishing players and everything. I'll give more details when I figure out what's wrong in the first place.
05/31/2007 (7:36 pm)
Manoel have you done anything different or updated it any? I was trying to use it, to no avail. I'm attempting to do so with 4 players using 4 gamepads. I can still only get 1 person to move.Did you ever successfully get more than 2 the abilities to shoot and jump?
-=-=-=-=- Edit
I've successfully gotten 2 players to run around on the screen. But once I start trying to use 3. Everything gets crazy. I have vanishing players and everything. I'll give more details when I figure out what's wrong in the first place.
#4
Over the past 2 weeks I've been frantically trying to get a 4 player game up and running. I can get 4 players on the screen now. I just have to disable set control object I don't know why that is breaking everything. I then added a keybind that simply set the control objects when I press a key. Bam. No jidders are happening and I can move the other players.... BUT!
My latest problem is still.. the players studder as they move, all except player 1. I even set the control object to the camera, and have the first slave object as the player. Still... not working. I'll look into this even more.
06/09/2007 (10:05 pm)
Sorry I'm bringing this post back. I think this really needs to be discussed because it opens up so much more with Torque...Over the past 2 weeks I've been frantically trying to get a 4 player game up and running. I can get 4 players on the screen now. I just have to disable set control object I don't know why that is breaking everything. I then added a keybind that simply set the control objects when I press a key. Bam. No jidders are happening and I can move the other players.... BUT!
My latest problem is still.. the players studder as they move, all except player 1. I even set the control object to the camera, and have the first slave object as the player. Still... not working. I'll look into this even more.
Associate Manoel Neto
Default Studio Name
1. You can use input from multiple controllers, but cannot control multiple characters out of the box. I actually uploaded a resource a while back which allows you to do that:
garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10170
(it's been a while since I did that resource and it needs some bug fixing, so be warned).
2. First and foremost you'll need to write a new platform layer for the platform you're porting to. It is feasible, but the difficulty and how long it could take will depend on the skill of the programmers working on it.
But the platform layer alone won't do anything for the graphics part. For TGE (and maybe TGB), you'd need to either write an OpenGL wrapper (like the D3D wrapper) for the native platform API, or replace all the openGL code in the engine by the native API.
In that regard, TGEA would be a better choice for porting, since the graphics layer is abstracted and most of the rendering is centralized on the batching and material systems. You could, as example, write a new specific material class for the Wii, which doesn't support programmable shaders.