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Torque Terrain History: Please Verify...

by Spencer Cagan · in General Discussion · 10/25/2011 (4:45 pm) · 4 replies

Hello Folks,

Can someone please verify/add what each version of Torque used as their terrain rendering feature/routine?

TGE: Heightmap (plus indoor/outdoor rendering)

TGEA: Atlas/Atlas2 (Clipmapping and megaterrains - not sure about i/o rendering).

T3D: Heightmap (4k x 4k - with road and water datablocks)

I'm probably missing a lot of other info with these version, so if anyone could fill in the gaps, I would really appreciate it.

Be Well,
SC

#1
10/25/2011 (6:22 pm)
Megaterrains was actually a separate terrain type that created four regular terrains and used them as one. Atlas was streamed from disk to allow huge terrains. T3D basically went back to the regular heightfield-based terrains (though it allows for 4kx4k blocks which I believe crashed previous versions).

Waterblocks have been around since TGE, and the road/river stuff is new to T3D. Hope that helps, and I'm sure someone can chime in with more :)
#2
10/25/2011 (6:39 pm)
Hi Ted,

So, in essence, the T3D terrain uses the same rendering stratgedy as TGE (heightmaps), but without the indoor/outdoor rendering.

I knew TGE had waterblocks, but I was really referring to the water and road/path features in T3D.

Thanks a bunch!
SC

#3
10/26/2011 (3:41 am)
No, T3D still has indoor/outdoor rendering (but DIF is deprecated now), and you can place portals and zones to aid in that. The last time I used a DIF object I was placing transparent ones as "blockers" for a demo where I didn't want players leaving the area I had set up, and that was in T3D 1.01. Everything now is poly soup.
#4
10/28/2011 (4:34 pm)
Quote:I knew TGE had waterblocks, but I was really referring to the water and road/path features in T3D.
Are you thinking of T3D's river editor?