Game Development Community

Space Content Pack

by Mike Kuklinski · in Torque Game Engine · 08/20/2005 (2:34 pm) · 25 replies

I am considering making a Space Content Pack akin to the Tank Pack, that includes both source changes and a new example script base (space.fps).

Basically, it would include:

A modular SpaceVehicle class that has physics setups for three themes: Arcade (IE, Wing Commander), Newtonian (True Newtonian Physics), and Hybrid, which is what you find in most space sims.

It would also include code optimizations for the removal of terrain (not necessary to remove it though), and models for use with the SpaceVehicle. It would also include my SkySphere with a flag to turn it on instead of the SkyBox.

Would there be any interest in this?
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#21
03/11/2006 (10:53 am)
I'm interested. Content pack would be much easier for me. I have to say torque/scripting/c++ for gaming is a bit overwelming at times. I would consider myself more on the planning/story side. A content pack would be great to rapid prototype a game.

I have been slowly working on a game, and torque is not ready out of the box.
#22
03/14/2006 (9:23 pm)
I would be very interested in a space pack, especially since:
a) the game I am working on currently is primarily based in space
b) if it would work with TSE

I've got a copy of your Skysphere code, haven't integrated it yet.
I also have links to someone's (Phil's?) fxStarlight code, and several other goodies I've trolled around the forums and resources for (usually in the process of looking for soemthing else...)

But a 'Plug & Pray' code/content pack would make my life a lot easier.
#23
03/14/2006 (9:31 pm)
Rawles,

The following is essentially the same thing Mike did for TGE, but its for TSE.

http://www.garagegames.com/mg/forums/result.thread.php?qt=35841
#24
03/15/2006 (11:30 am)
Kool, thanks Chris. I don't own TSE yet, but that is another plus of moving to it.
#25
03/15/2006 (11:32 am)
Kool, thanks Chris. I don't own TSE yet, but that is another plus of moving to it.
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