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Several newbie questions about Torque3D

by zzz9 · in Torque 3D Beginner · 09/29/2012 (2:30 am) · 3 replies

I've already found how to download Torque3D. And now, I have several questions. Please, answer them if you can.
What is the structure of an engine, I mean, is it script-based or I can make game logics and mechanics in c++ and map events in script?
Is it possible to make seamless world using Torque3D like in Essenthel Engine?
Is it possible to make a demo where one can land to earth from its orbit (landscape level of detail)?

I'm not a professional but these questions contain some things I want to try in 3D graphics. I focused my attention on Torque3D because of its license, c++ and linux support according to devmaster.net. Also it is said there that it is AAA engine, that means that Torque3D includes the latest 3D graphics features and convenience.

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#1
09/29/2012 (3:05 am)
Linux support is currently limited to dedicated builds (server only).
A lot of work is made on the terrains atm so someone might be working on streaming terrain.
You choose yourself whether you want to work in code, script or both.
I dont think anyone has tested planetary level of detail, several problems to overcome but i cant answer you whether it is practically possible, i Can imagine it being a lot of work.
#2
09/29/2012 (4:22 am)
In terms of graphics, T3D is very respectable.

The base game mechanics are from first person shooters and are zone based. To my knowledge there is no internal support for server clustering (seamless transition from one physical server to another without a load screen), so for seamless, one world is one zone unless you write your own clustering with seamless transition.

One world is limited by hardware on the client and server. Without using multiple terrains, and using a block size of 8 meters, the max zone size is about 100 square miles. For comparison, Skyrim is 16 square miles, so this is quite large.

Application of 100 square miles might be considered an extreme load on both server and client. It would take tons of artwork plus mobs / NPCs to cover that much area.

I don't think a space flyout with the entire world modeled to scale is practical. It would take over a million zones to model the Earth's surface which is 190,000,000 square miles. Maybe a huge planet mesh with a cutout where the zone fits in might work, but then you're only looking at 100 sq miles (at most) of landable surface area. That's like having a full world but the only place you can land is Delaware.

#3
09/29/2012 (6:20 am)
Quote:
... according to devmaster.net

"Torque Game Engine (2001)" != "Torque3D (2012)"

Quote:
... includes the latest 3D graphics features ...
It uses forward rendering lighting and deferred rendering shadows like Crysis.