Five questions about Torque
by William · in Torque 3D Beginner · 08/01/2013 (9:17 pm) · 4 replies
I have a few n00b questions about Torque and was hoping someone could help me out.
Questions:
1) What is the differences between Torque Physics, Bullet Physics, and PhysX?
2) What is the differences between Fmod sound engine, and Torque's sound?
3) What is the move class and networking options in the project manager?
4) Is Torque script like C++ or is it different?
5) Can Torque handle large scale terrain?
Questions:
1) What is the differences between Torque Physics, Bullet Physics, and PhysX?
2) What is the differences between Fmod sound engine, and Torque's sound?
3) What is the move class and networking options in the project manager?
4) Is Torque script like C++ or is it different?
5) Can Torque handle large scale terrain?
#2
4. TorqueScript has similar syntax to C/C++/Java, but it works completely differently. For example, there is only one type: the string. There is very limited object-oriented support. How different you'll find it depends on how advanced a C++ coder you are!
08/02/2013 (12:21 am)
3. For basic use, they make no difference. If you're working on a game that requires a ton of network usage, the hifi networking makes some changes. And the extended move inputs are required for devices like the Hydra and Oculus Rift.4. TorqueScript has similar syntax to C/C++/Java, but it works completely differently. For example, there is only one type: the string. There is very limited object-oriented support. How different you'll find it depends on how advanced a C++ coder you are!
#3
08/02/2013 (1:21 am)
5) I would say that the maximum feasible or viable size of the terrain object (with tricks and tweaks) as a single terrain file (not using paging) would be 67 square kilometers (67.108864km2 to be precise). That's a 2048px heightmap and a square size of 4 (4 meters per pixel, which is a low resolution terrain).
#4
08/02/2013 (3:25 pm)
Thanks for the info!
Torque Owner Richard Ranft
Roostertail Games
2) As above - FMod is a third-party sound system, see their site for details.
3) I don't use the project manager, so I don't know why these would be optional parts - to my knowledge it would be hard to make much of a game in Torque without either one.
4) Yes. It is like C++, but it is different.
5) Define "large." 6km x 6km is pretty large if you have to populate it with interesting details....