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Question About TorqueScript and "Custom Client Modification"

by Sam.Online · in Torque 3D Beginner · 09/19/2009 (12:03 pm) · 1 replies

Hi, i haven' yet bought T3D (nor did i bought TGEA or anything else either), i guess i could find a warez version easily and "test it" but i don't want to and, could it really answer my questions in wished time?

from what i can understand the "binary" made from Torque3D is dependable on "Main.cs" which is a pure TorqueScript file (no compilation or anything), doesn't it mean the client could easily modify or make a kind of "hack" from it? I mean... if you want to make an action game with a multi player option, it could begin to cause problems don't you think?

another question that cross my mind, how does the rendering engine performs compared to other like: Ogre (i know Ogre is just a rendering engine, but i'm only talking about the rendering performance here xD) or Unity?

(Please, excuse my english)

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#1
09/19/2009 (2:19 pm)
main.cs doesn't really need to contain more than a call to execute another, compiled script with the real meat in it. Scripts could still be decompiled if people want to, but you can also move functionality into C++ and make it harder to steal your game logic or cheat online :)

(Don't trust the client, and it doesn't matter)

Rendering performance so far seems really good in T3D (runs well on my MacBook, too). I haven't compared to Unity lately (which might be less brilliant than T3D now), but I think Ogre is around the same in raw speed. I've really only looked at the demos without any framerate measurements, but it's a very capable rendering engine.

T3D comes with all the cool tools, though. It'll be even easier to get started once more genre kits are available than just the FPS kit.