Game Development Community

A few questions regarding Torque 3d's capabilities.

by Jon C · in Torque 3D Beginner · 04/27/2013 (7:02 pm) · 3 replies

I'm considering using Torque 3d for a game, however I need to know if a few things are possible first. I've tried searching the site, but a lot of the information is old or otherwise unrelated to my specific needs.


  1. How difficult would it be to make a lobby system that spawns new server processes as needed? Think of it as what Left 4 Dead does - a user finds a game, and either is connected to a game in progress, or a new game server (process) is created for them and added to a list for other players to join.
  2. Can you run a headless (No GPU required at all) linux server? This ties in to my first question, as the server processes will be spawned in a cloud and it's rare that cloud setups have any sort of shader or graphical support.
  3. Has anyone replaced the terrain in Torque 3d? How easy was it to do? I'm considering using a voxel based terrain using marching cubes, but I'm not sure if I want to attempt to get it to work without knowing how easy, or difficult it is. Obviously it would require modification of the engine itself, which is fine - but how deeply embedded is the current terrain?
  4. Can models be combined on the fly without much work? Like creating procedurally generated weapons, vehicles, buildings, or even terrain.

#1
04/27/2013 (7:38 pm)
1. Doesn't sound very difficult but it depends on you ofc.
2. Dedicated servers doesn't use the gpu, unless you're using it explicitly
3. Someone is already working on a voxel terrain for t3d, pretty much complete last time i checked. search for it in the blogs here on GG.com
4. Like mount points? Sure, but what to mount where is your job to figure out.
#2
04/28/2013 (4:54 am)
1. Yes. That code is already available, but it has to be modified to point to your servers

2. Yes, that resource is already available

3. I haven't, but others have. The Torque terrain system has been modified multiple times. TGE had the base terrain system. Then it was updated for TGEA. Then replaced in Torque 3D. Just need competent programming skills.

4. You can hide and show meshes on a model. If you want to combine different meshes from individual models, you can use mountpoints.
#3
04/28/2013 (11:31 am)
Bill Vee has done a voxel terrain - perhaps try contacting him. Here's his blog on it.