A Couple of Questions
by Seth Willits · in Torque Game Engine · 11/20/2004 (9:28 pm) · 4 replies
1) How are/could movie cut-scenes be handled?
2) Would it be possible to lip movement in-engine to an audio recording and show captions along the lines of Deus Ex?
3) If TGE has networking built in, then what's TNL all about? I'm a little confused there.
4) I'd like the scripts be compiled in order to quazi-protect the game from being modded. I saw a mention of the engine compiling them and making .dso files, and I do see them in Marble Blast, but I still see many .cs files as well. A) How are dso files created, and B) is there some practical limit as to what should be made dso's and what shouldn't?
I'll have more as I think about them.
2) Would it be possible to lip movement in-engine to an audio recording and show captions along the lines of Deus Ex?
3) If TGE has networking built in, then what's TNL all about? I'm a little confused there.
4) I'd like the scripts be compiled in order to quazi-protect the game from being modded. I saw a mention of the engine compiling them and making .dso files, and I do see them in Marble Blast, but I still see many .cs files as well. A) How are dso files created, and B) is there some practical limit as to what should be made dso's and what shouldn't?
I'll have more as I think about them.
About the author
http://www.sethwillits.com/
#2
4) Incompatible across platform because of the byte order? If so, that'd be an easy fix.
5) How do you disable and remove the in-game editors and cut all of the unneeded "engine" out Torque when making a final build? There's dead code stripping for sure, but I doubt that would get it all. Is there a section in the docs on this? I scanned but didn't see any.
11/21/2004 (7:48 am)
3) I was wonder what was different about because it's much more than Torque but based off it. I was thinking maybe it added like a full blown server management think and dedicated server stuff to [games, applications, blah] which Torque didn't have, but I see that TGE really does have network capability built-in. Thus the confusion in my head.4) Incompatible across platform because of the byte order? If so, that'd be an easy fix.
5) How do you disable and remove the in-game editors and cut all of the unneeded "engine" out Torque when making a final build? There's dead code stripping for sure, but I doubt that would get it all. Is there a section in the docs on this? I scanned but didn't see any.
#3
6) Can the menu GUI play over an animating 3d scene?
11/21/2004 (8:48 am)
1) Not the record playback function - actual movies. I've read forum posts from months gone by, but it seems as if there still isn't any support because there isn't any relatively easy to use cross platform library with a decent license. Which begs the question, does it need to be cross platform? Why not just add it to the platform layer. Use QuickTime on Mac OS X, DirectWhicheverItIs on Windows, and whatever is available on Linux?6) Can the menu GUI play over an animating 3d scene?
#4
5) Search the forums. There are a few different ways (from removing bindings and the directories, to removing the editor linking in the C++ source.
1) Quicktime is cross-platform for Mac and Windows if you use the QT SDK. I think it also has a Linux equivalent. The DivX SDK is also cross-platform, but I haven't looked at their developer pricing. You could add it into the platform layer and keep track of the updates with each platform, or you could go with cross-platform solution and keep track of the idiosyncracies between different platforms in a single area.
6) Yes.
11/21/2004 (11:48 am)
4) I've never looked at the "why" on this. If you search the forums, it's been discussed at great length. Since it didn't pertain to me at the time, I didn't absorb anything about it.5) Search the forums. There are a few different ways (from removing bindings and the directories, to removing the editor linking in the C++ source.
1) Quicktime is cross-platform for Mac and Windows if you use the QT SDK. I think it also has a Linux equivalent. The DivX SDK is also cross-platform, but I haven't looked at their developer pricing. You could add it into the platform layer and keep track of the updates with each platform, or you could go with cross-platform solution and keep track of the idiosyncracies between different platforms in a single area.
6) Yes.
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2. Definitely. You could create detailed animations with a synch program like Mimic or Project Messiah and play them back and time them with your dialogue. It would take work, but it's very possible.
3. TNL is a separate networking component based of of TGE's award winning network technology. It is for engines/projects that need excellent networking, but aren't TGE/TSE related.
4. cs. scripts are compiled, but are not multi-platform compliant. If you need to have your game work on multiple platforms, you will either have to compile them for the platform or else release the scripts. It's easiest to release the compiled scripts if that's you're inclination (though it takes a bit of money and a LOT of testing to make sure that the compiled scripts are the same on multiple platforms).
I'm sure GG can answer your questions more thoroughly, but I just happened to be here and see your post.