Choices, choices...
by Dave Roome · in General Discussion · 10/01/2010 (9:05 am) · 3 replies
Morning all,
I'm looking to start working on a game, and ive been poking around here and there for quite some time now, just trying to decide on an engine to use as a basis. Basically, im wondering if any of you could point me in the right direction.
Firstly, im quite interested in using the Torque engine and ive heard a lot of good things about it.
I'm after making quite an open ended game, think GTA or Just Cause. What i want to know is, do any of the various versions of the Torque engine support large areas of landmass? The size of the landscape is a key feature to the game I aim to build. So any ideas or pointers are greatly appreciated.
Thanks in advance, any help is appreciated
I'm looking to start working on a game, and ive been poking around here and there for quite some time now, just trying to decide on an engine to use as a basis. Basically, im wondering if any of you could point me in the right direction.
Firstly, im quite interested in using the Torque engine and ive heard a lot of good things about it.
I'm after making quite an open ended game, think GTA or Just Cause. What i want to know is, do any of the various versions of the Torque engine support large areas of landmass? The size of the landscape is a key feature to the game I aim to build. So any ideas or pointers are greatly appreciated.
Thanks in advance, any help is appreciated
#2
10/02/2010 (12:55 am)
Torque can pretty much do what you want in terms of landscape size - I think the larger part of the problem will be dynamically loading and unloading objects as you move about.Quote:As Mr. Perry says here, it could be stretched as far as 100 000 miles:Something I've never understood (and I apologise in advance for slightly hijacking things): is it really the case that scaling objects down will increase the apparent size of your game world? Some people say yes. But I've also heard it explained that floating-point errors are always present, but not apparent until you're far from the origin. So at a scale of 1 unit = 1 metre, FP precision errors become apparent at 10,000 units (or 10,000 meters). But at a scale of 1 unit = 10 metres, the errors will actually become apparent at 1,000 units (still 10,000 meters) since the small errors will be more visible relative to smaller objects.
#3
A landscape doesn't have to be many km across to seem big once you fill it with snaky roads and tall buildings, though.
10/02/2010 (6:48 pm)
It could use some investigation. Or an upgrade to the terrain system :)A landscape doesn't have to be many km across to seem big once you fill it with snaky roads and tall buildings, though.
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
As Mr. Perry says here, it could be stretched as far as 100 000 miles:
www.torquepowered.com/community/forums/viewthread/108873
(Hopefully a public URL. I'm also amazed my spell-checker accepts "fakery".)