Some questions before using this engine
by Alessandro · in General Discussion · 08/24/2011 (2:24 pm) · 10 replies
Hello,
I found this engine a lot of time ago, but since it was so C++ oriented (I know many languages, but I hate C++), so I decided to follow other ways.
Several months ago I completed my first game, using Unity3D free edition. This is the game:
http://www.massivecreek.com/home
Go to "Plat to the game" to play with it.
Now I'm starting to make my second game (very different), and I was evaluating more engines other than Unity.
So (sorry for the long preface!), I have some questions before starting using Torque:
1) I tried two demos (pacific island and Desert), and I noticed (both of them) the engine really locks for a fraction while I'm playing (as if it was loading something). The game freeze for half of a second. It seems very constant and repetitive. Why? I have Intel quad core Q6600, Windows 7 32 bit, nVidia GTX260, 4Gb ram.
2) Can I create large terrains? Does the engine automatically manage that terrain or I need to manage the chunks by hand? I need to make several islands about max 4km x 4km (I can even make several terrains, but inside the same "ocean").
In this case do I need to manage load/unload models or the engine make it automatically (based on camera position)?
3) I don't like C++, and I wanted to use ONLY scripting: is it fast? (ok not fast as C++, but fast as LUA? As c#?). Can I really create a game using ONLY scripting?
4) I noticed that the company that produces this product is very friendly, and the same is for the community, so my first impression is really positive!
5) Deferred lights: do they really work in the engine?
6) Can I load/save data (score, objects position, etc...) using script? (using script can I manage files?)
7) Using script, can I instantiate new models at runtime? IN practice, in my game the player will be able to grab a model (e.g. a fence, or a pole, or a vehicle!) and put it somewhere in the map (like if you take something, put it in a car, transport it somewhere and place it in the new position).
8) Sometimes the loading time of the maps seems long, is it normal?
9) Can I create good vehicles (car, jeep, tank with multiple tires, etc...)? Or do I need to create scripting to manage it from zero?
THank you in advance for your answers and your patience (I made so many questions)!
But consider that, if I change the engine (from Unity to Torque) I will need to spend a lot of time to study everything again (and consider that I already spent more than one year using unity!).
Thank you!
I found this engine a lot of time ago, but since it was so C++ oriented (I know many languages, but I hate C++), so I decided to follow other ways.
Several months ago I completed my first game, using Unity3D free edition. This is the game:
http://www.massivecreek.com/home
Go to "Plat to the game" to play with it.
Now I'm starting to make my second game (very different), and I was evaluating more engines other than Unity.
So (sorry for the long preface!), I have some questions before starting using Torque:
1) I tried two demos (pacific island and Desert), and I noticed (both of them) the engine really locks for a fraction while I'm playing (as if it was loading something). The game freeze for half of a second. It seems very constant and repetitive. Why? I have Intel quad core Q6600, Windows 7 32 bit, nVidia GTX260, 4Gb ram.
2) Can I create large terrains? Does the engine automatically manage that terrain or I need to manage the chunks by hand? I need to make several islands about max 4km x 4km (I can even make several terrains, but inside the same "ocean").
In this case do I need to manage load/unload models or the engine make it automatically (based on camera position)?
3) I don't like C++, and I wanted to use ONLY scripting: is it fast? (ok not fast as C++, but fast as LUA? As c#?). Can I really create a game using ONLY scripting?
4) I noticed that the company that produces this product is very friendly, and the same is for the community, so my first impression is really positive!
5) Deferred lights: do they really work in the engine?
6) Can I load/save data (score, objects position, etc...) using script? (using script can I manage files?)
7) Using script, can I instantiate new models at runtime? IN practice, in my game the player will be able to grab a model (e.g. a fence, or a pole, or a vehicle!) and put it somewhere in the map (like if you take something, put it in a car, transport it somewhere and place it in the new position).
8) Sometimes the loading time of the maps seems long, is it normal?
9) Can I create good vehicles (car, jeep, tank with multiple tires, etc...)? Or do I need to create scripting to manage it from zero?
THank you in advance for your answers and your patience (I made so many questions)!
But consider that, if I change the engine (from Unity to Torque) I will need to spend a lot of time to study everything again (and consider that I already spent more than one year using unity!).
Thank you!
#2
3) Scripting is not as fast as C#, IMHO, though it's not horribly slow- it depends on what you want to do with it. If it's something cpu-intensive, then you probably want to look at prototyping in script to make sure you have it right and then moving that into C++ later in the development cycle. Also, you have access to a lot more of the engine's abilities using source code.
6) You can open/close/create/save/load files in script. Depends on how you mean "manage" though :)
7) That's actually not that hard to do with script. I can't speak to gameplay mechanics you may have planned, but the answer is yes.
08/24/2011 (4:02 pm)
2) I'd recommend against it- the problem is the coordinate system cauing jitter if you start hitting distances of 10km from 0,0,0. You can try to do a search on the site to see what people have done to try and mitigate it (usually as applied to a space game, where this issue comes up most), but you may want to look at your design and see if you really need everything in a world that big loaded all at once, or if you can split it up into levels/zones.3) Scripting is not as fast as C#, IMHO, though it's not horribly slow- it depends on what you want to do with it. If it's something cpu-intensive, then you probably want to look at prototyping in script to make sure you have it right and then moving that into C++ later in the development cycle. Also, you have access to a lot more of the engine's abilities using source code.
6) You can open/close/create/save/load files in script. Depends on how you mean "manage" though :)
7) That's actually not that hard to do with script. I can't speak to gameplay mechanics you may have planned, but the answer is yes.
#3
I will try to follow some tutorials, just to go deeper in the engine, to discover features and limits related to my game.
However, if you have even more information, please send me them! :-)
Thank you!
08/24/2011 (4:09 pm)
Thank you to everyone for the answers!I will try to follow some tutorials, just to go deeper in the engine, to discover features and limits related to my game.
However, if you have even more information, please send me them! :-)
Thank you!
#4
here is some line from that:
for using 4096x4096 base texture for your terrains u have to read it:
[url]https://www.garagegames.com/community/resources/view/20852 [/url]
and can someone correct me,
i thought t3d does not support multi-terrain???from which version it begun to support that?
08/24/2011 (6:42 pm)
in a post michale hall said that torque script can be replaced using any other language C#,lua etc.and seems i have a lua addon.i have never used it.here is some line from that:
Quote:if this addon actually do that then there is hope to use C# beside torque script.
LUA Plugin
This code will allow you to easily add plugins/addons to your game similar to World of Warcraft. Users can drop scripts into their addon folder and they will automatically load.
This resource is designed allow users restricted access to your game functions. It is not intended to be a replacement for TorqueScript, but rather a sandbox environment. You must specify the game functions you want to expose to your players.
for using 4096x4096 base texture for your terrains u have to read it:
[url]https://www.garagegames.com/community/resources/view/20852 [/url]
and can someone correct me,
i thought t3d does not support multi-terrain???from which version it begun to support that?
#5
you can create multiple terrains in 1.1 but it is not recommended since you can get some crazy issues. then the real thing is why would you want to create multiple terrains?
08/25/2011 (9:12 am)
Quote:and can someone correct me,
i thought t3d does not support multi-terrain???from which version it begun to support that?
you can create multiple terrains in 1.1 but it is not recommended since you can get some crazy issues. then the real thing is why would you want to create multiple terrains?
#6
@muzaheed
T3D has always been able to do multiple terrain blocks.
08/25/2011 (11:09 am)
The hitching when a level is loaded is due to the shaders being compiled at runtime. It's something we looked at changing in 1.1, but the effort to do so plus the chance for breakage elsewhere in the engine vs the benefit just didn't justify it.@muzaheed
T3D has always been able to do multiple terrain blocks.
#7
ONe question more: I noticed that Torque does NOT work on my notebook (using a terrible video card: intel M4). I get the error message: my card does not support PixelShaders 1.1. (Windows 7 32 bit).
Well, is there any way to set Torque using more "primitive" video cards?
08/25/2011 (3:37 pm)
I will check multiple terrains to verify the issues.ONe question more: I noticed that Torque does NOT work on my notebook (using a terrible video card: intel M4). I get the error message: my card does not support PixelShaders 1.1. (Windows 7 32 bit).
Well, is there any way to set Torque using more "primitive" video cards?
#8
www.garagegames.com/community/forums/viewthread/126241
its a known issue that torque has trouble with intel video cards
08/25/2011 (3:45 pm)
you will want to take a look at this thread for a work aroundwww.garagegames.com/community/forums/viewthread/126241
its a known issue that torque has trouble with intel video cards
#9
08/25/2011 (3:55 pm)
Thankyou , I will try it tomorrow!
#10
I decided to buy this engine (just done!),
It is amazing!
08/29/2011 (2:30 pm)
Thank you, it works perfectly!I decided to buy this engine (just done!),
It is amazing!
Associate redmasqu3rad3
GarageGames
1. the engine locks up while its loading everything, if you noticed the way the player is looking in pacific is looking at all the major models when it starts. thats what locks it up. the same thing happened in my final game project for school when i was using unity. it would lock up for about 3-5 seconds then run smoothly, i turned the player to not start while looking at everything, and it worked much better.
2. the largest terrain you can create in the engine is a 4096x4096 and you can create multiple of those, not recommended but you can
4. thank you, our community is pretty awesome :D
8. usually the loading is for the first time, which is loading the player model. for some reason that soldier model lags when loading its .dae file. if you download the Sector T3D demo, you will see a better loading time
9. yes, vehicles are awesome and very possible in the engine and many members in the community have created some sweet rides. that includes 4 wheeled, to multi-wheeled tanks, to no wheel hover vehicles
and for studying, if you just go through our tutorials, they will help you get up and running in a short amount of time.