Does TGE Meet My Needs?
by Chris Legasse · in Technical Issues · 01/09/2009 (3:10 am) · 2 replies
I've been looking around at many different game engines lately, and i've heard many great things about the torque engines, and i've played quite a few good games made with this engine. I've played around with the demos and really like the work, and i find the engine to be very capable in most everything my current project requires, however i do have some questions that have yet to be answered.
First of all, my current project requires me to be able to manipulate the player's bones one at a time using code and or scripting, for something like feet sticking to uneven terrain, or a player who's head will turn to face interesting items nearby. Is this possible in TGE? If so, how easy would it be to implement?
My second question is, how possible/easy would it be to implement physics like Ode or Newton into the TGE? I would like to have physical objects in my game, and possibly even realtime ragdolls.
Finally, the reason behind my choosing TGE instead of TGEA is the current machine i have to run off of is not very advanced, and wont support the shaders and things like that, of TGEA. If i get my project underway in TGE< how difficult would it be to upgrade it to TGEA later on?
I Thank you for your time, and any possible answers you might have for me.
:)
First of all, my current project requires me to be able to manipulate the player's bones one at a time using code and or scripting, for something like feet sticking to uneven terrain, or a player who's head will turn to face interesting items nearby. Is this possible in TGE? If so, how easy would it be to implement?
My second question is, how possible/easy would it be to implement physics like Ode or Newton into the TGE? I would like to have physical objects in my game, and possibly even realtime ragdolls.
Finally, the reason behind my choosing TGE instead of TGEA is the current machine i have to run off of is not very advanced, and wont support the shaders and things like that, of TGEA. If i get my project underway in TGE< how difficult would it be to upgrade it to TGEA later on?
I Thank you for your time, and any possible answers you might have for me.
:)
#2
01/09/2009 (11:40 am)
One other question i have is with manual camera manipulation, at the moment is this possible, or is there a current ruleset being used at the moment that will require an engine modification for me to set its location?
Torque Owner Brian Wilson
I know the Havok and PhysX engines have been successfully implemented into TGE in the past. Considering that with the license of TGE you do get the engine source, implementation of any physics engine will be acheivable in relation to your abilities as a coder.
The migration path from TGE to TGEA firstly depends on how much engine modification you do, and whether the features you use in TGE are supported in TGEA or not. Some people have positive experiences migration while others have a very hard time with it.
While TGE has an undisclosed sunset (afaik) and further development is over or near-over (making it a mature engine), TGEA is full-steam-ahead in development, so you will get the usual headaches and excitements that go along with that. You will see bugs and incomplete feature implementation as newer and more-critical features get the attention of the development team.