Game Development Community

Replacing Torque's renderer

by Jason McIntosh · in Torque Game Engine · 02/15/2005 (12:46 pm) · 3 replies

I'm curious how easily someone could replace Torque's rendering engine and scene management.

For instance, could you plug in OGRE to handle rendering and thus gain the flexibility of its scene graph and various scene managers? The reliance on BSPs and a single landscape system seems a little rigid given the goal of maximum flexibility, so being able to use octrees and/or a paging landscape engine etc would be nice.

I do understand this would create a possible conflict of financial interests for GG (what with TSE coming and all), but has anyone considered this route?

#1
02/15/2005 (1:01 pm)
I think pretty much anything is possible though that would be a job as much of the engine is strung together pretty tightly. You might be able to extend Torque's current rendering and collision scheme easier than you could replace it.
#2
02/15/2005 (1:22 pm)
It's easy enough to change the actual rendering - I was able to CG shaders to Torque in a weekend, well before TSE was released.

But ripping out the whole scene graph would be a much, much bigger adventure.

It would probably be a lot easier to make a new engine out of other components (TNL for networking, ODE for physics, Ogre for graphics/scene graph and so on) than it would be to try to cut Torque into managable independent bits.
#3
04/09/2005 (5:42 pm)
@Mark
Since I'm also tryng to hack shaders in Tge using the Cg runtime, is there any chance that you share your knowledge with a newbie like me ? :)

Thanks in advance :)