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Torque-based game engine, I want to do!

by muhammedekinci · in Torque Game Engine · 06/08/2013 (4:20 am) · 9 replies

As I mentioned in the title, is it possible to make a Torque-based game engine? How long does it take? And, most importantly, is it legal?

#1
06/08/2013 (5:05 am)
As far as I know you can do pretty much anything with it, you can program your own engine based on Torque and call it what you like, but I would not do it, because it would take a lot of time and there is no real reason to do that.
#2
06/08/2013 (8:15 am)
" is it possible to make a Torque-based game engine?"

reasons to do that?
and what type of feature u r going to add into that?


" How long does it take?"
what is your competence on constructing a game engine?


"most importantly, is it legal?"
if it is based on mit licensed t3d then yes.
not for previous t3d versions.
#3
06/08/2013 (1:44 pm)
Since the torque engine already exist, and others (Unity, Gamebryo, Unreal, 3D Gamestudio, etc, etc), why bother?
#4
07/02/2013 (5:43 pm)
Q. is it possible to make a Torque-based game engine?
A. Yes.

Q. How long does it take?
A. No time at all, Torque3D is already a game engine.

Q. is it legal?
A. Yes.
#5
07/09/2013 (4:42 pm)
Keep in mind, unless you REALLY make some MAJOR changes to the core tech... well you will get a bunch of garage games members asking everyone 'why bother'. Now, if you figure out how to add in DX11 and a good workable AI and fix the issues with the Material editor and switch the engine over to LUA or Python... oh yeah, add in support for FBX, OBJ and other art formats, and.... and.... and.... and.... Oh yeah, nevermind..... that would be Unreal and CryEngine.

Point is, all this stuff is in the works and unless you REALLY have a hard core coding team that can jump WAY ahead. You will release your 'engine' and you might sell a couple copies but, you will still be nothing but a T3D clone that will die off because you won't be able to financially support it over the long term.

Ron



#6
07/09/2013 (10:23 pm)
Hey - the AI is workable. Didn't you see that AI Tutorial branch I set up? ;p
#7
07/15/2013 (9:27 pm)
Richard,

Yeah, I end up adding a TON of AI related resources with every build. (and I have literally dozens of builds going at one time.)

I guess my point is, AI is NOT what is needed so much as a solid path finding solution. I use Recast in everything at the moment.... (versus a fast A* like I did before) Seems to me that AI is subjective, IE. you don't need a 'cover' solution in an isometric (Diablo) type game but, you would if you are make an FPS. Therefore, AI is not really the answer, but we do really need a SOLID path finding solution built into the Torque engines. (since AI ALWAYS needs path finding.)

Ron
#8
07/16/2013 (8:16 am)
Solid pathing. Agreed. But it has to be crazy flexible so that you can use it for FPS maps or side-scrolling, ladder-climbing, flying games too.
#9
07/17/2013 (4:49 pm)
Richard,

Totally agree however, if we think in stages rather than 'final product' step one would be the path finding. side scrolling games, FPS or whatever can use a single solution. Think about the 'side scroller' missions in Batman Arkham Asylum... Those were cool and a recast system or something similar would work.

On the other hand, racing games, or flight sims.... no clue how to pull off path finding with those.

Ron