Is TE3D the right engine for me?
by Darin Amovar · in Torque 3D Beginner · 03/12/2011 (9:22 pm) · 3 replies
I've looked at the docs here, and downloading the trial - so I will have the chance to dig into it myself and see.
But if someone can answer here it might save me a lot of wasted time.
There are 3 basic things I need in an engine (other than the Low Price tag)...
#3 - Ability to handle some form of animation in the 3D models (I can handle just about any format, so as long as it deals with One of them)
#2 - Basic physics. Nothing fancy, just simple gravity, rigid body.. box collision...
and #1 Ability to actively modify terrain in-process.
Meaning I don't want to have to re-define the entire engine in order to allow users to impact the geography real-time. If this would be counter to the design of the engine (meaning the engine won't be any help) than please say so.
The previous version of the game used countless hundreds of objects to 'construct' the landscape to allow the changes when objects impacted the ground or broke solids. It was a nightmare.
But if someone can answer here it might save me a lot of wasted time.
There are 3 basic things I need in an engine (other than the Low Price tag)...
#3 - Ability to handle some form of animation in the 3D models (I can handle just about any format, so as long as it deals with One of them)
#2 - Basic physics. Nothing fancy, just simple gravity, rigid body.. box collision...
and #1 Ability to actively modify terrain in-process.
Meaning I don't want to have to re-define the entire engine in order to allow users to impact the geography real-time. If this would be counter to the design of the engine (meaning the engine won't be any help) than please say so.
The previous version of the game used countless hundreds of objects to 'construct' the landscape to allow the changes when objects impacted the ground or broke solids. It was a nightmare.
#2
Yes, I am familiar with using various methods to animate 3D models. I just wanted to be sure that Torque included some simplifications to Handling one form or another, joint rigs, bones, something.
The difficulty is still going to be the crashable terrain. I've been fiddling with it since I got it downloaded, and have made zero progress in that direction.
I need to be able to detonate a location to produce a crater - with the specific materials involved effecting the shape and scales.
In short terms, I don't think Torque is going to be of any use.
The short version being I need to be able to have a landscape that can be reformed completely if the right forces are applied.
Even to the point of generating tunnels - not that events would likely ever fall in a sequence to cause that.. that level of mutability is required.
03/13/2011 (6:25 pm)
Thank you for the response.Yes, I am familiar with using various methods to animate 3D models. I just wanted to be sure that Torque included some simplifications to Handling one form or another, joint rigs, bones, something.
The difficulty is still going to be the crashable terrain. I've been fiddling with it since I got it downloaded, and have made zero progress in that direction.
I need to be able to detonate a location to produce a crater - with the specific materials involved effecting the shape and scales.
In short terms, I don't think Torque is going to be of any use.
The short version being I need to be able to have a landscape that can be reformed completely if the right forces are applied.
Even to the point of generating tunnels - not that events would likely ever fall in a sequence to cause that.. that level of mutability is required.
#3
If that's the case then you will have a hard way to find that. UDK, Cry-Engine, id Tech 5, Unity 3D, Torque 3D, etc, they all don't have that.
So, most probably you'll have to program that yourself. There are discussions about the flexibility of Torques terrain shader. Tunnels and caves where mentioned as well.
With my limited programming knowledge I can imagine that it is possible to change the terrain based on in-game events. When using the brush within the editor, you are changing the shaders parameters. If the same parameters can be changed from an in-game event, you might get a similar effect. Specific materials have also specific parameters that can be combined with shaders.
Well, this is definitely a programmers job. I can just say, if you REALY want it, you can do it!
03/14/2011 (9:34 am)
I see. You need something like the old Geo-Mod Engine as in Red Faction 1, I guess.If that's the case then you will have a hard way to find that. UDK, Cry-Engine, id Tech 5, Unity 3D, Torque 3D, etc, they all don't have that.
So, most probably you'll have to program that yourself. There are discussions about the flexibility of Torques terrain shader. Tunnels and caves where mentioned as well.
With my limited programming knowledge I can imagine that it is possible to change the terrain based on in-game events. When using the brush within the editor, you are changing the shaders parameters. If the same parameters can be changed from an in-game event, you might get a similar effect. Specific materials have also specific parameters that can be combined with shaders.
Well, this is definitely a programmers job. I can just say, if you REALY want it, you can do it!
Torque 3D Owner Alexander Krause
Coming soon...
#3 - you can use bones to animate the shape of objects and animate the objects translation.
#2 - Torque 3D already comes with nice physics, but you can easily use different physics packages like Nvidia PhysX for example. The Game Mechanics Kit comes with with physics that allow rigid body animation for NPCs as well.
#1 - The engine has no preset for a terrain changing game, but you can change the terrain within the editor in real-time and with the including source code it should be possible to program such game. The terrain is basically a vertex shader.
All these subjects are easily possible. If you are not a programmer, but still interested in creating the Terrain game, then the community and the resources will help you out to get it done.