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engine capabilities

by Ste Wilson · in Torque Game Engine · 08/14/2001 (6:43 am) · 2 replies

Ok, Ive seen lots of proof of how good the engine is at rendering terrain, but how does it match up with the likes of quake/unreal when it comes to urban type areas. Is the engine capable of rendering a level with the complexity and style of an unreal map (without terrain).

Ive seen the building that are in tribes but these are quite basic and small, I was just wondering what sort of scale you can build them on.

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#1
08/14/2001 (9:43 am)
I am currently testing that out myself, I should be able to give you a answer by Sunday.
#2
08/14/2001 (10:13 am)
I think it should be just as good as Half-Life and maybe not QUITE as good as quake III, but almost. I believe that it has support for bsp trees (which half life uses) and even LOD (level of detail) so that slower computers can display less polygons with the same level as anyone else(thus making it run faster). The engine also supports culling (it did when I tested it) so that if you arent looking at something, it isnt drawn (thus saving even more processing power). I think that the tribes II engine is VERY efficient.

Those three features: bsp trees, culling, and LOD make it a veyr nice engine, and it should be able to handle urban settings with ease.