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Another considering purchase type question.

by David Mata · in General Discussion · 01/25/2006 (11:30 am) · 18 replies

Ok, bear with me, I'm trying to find an engine that would be able to support a sims type play world with minimal modification. (Or, to be more accurate, modification by people with minimal games development experience.)

The basic concept is to have a play world that the player can fly into and through, but maintains a standard bird's eye style ISO point of view as the sims does. (I'm sure the resource allocation and management can be written in.)

Is torque a good direction, or have I begun to bark up the wrong tree?
Dave

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#1
01/25/2006 (11:39 am)
David,

This is just a stab in the dark, but check out the RTS add-on pack and see if that provides some of what you're looking for.

Aaron E.
#2
01/25/2006 (11:41 am)
Aaron beat me to it. Seriously man, now you're just scaring me. I'm making that tinfoil helmet after work now.
#3
01/25/2006 (11:43 am)
@Scott

;)
#4
01/25/2006 (11:45 am)
Unfortunately, this great power comes with a terrible price.
#5
01/25/2006 (11:48 am)
Heh, I was thinking the RTS pack might work, this bit means I need to explore it further.

Thanks guys.

Just a mild curiousity, but have you come across many performance limitations for the engine? Be it in graphics, audio, extensibility? I'm looking at using outside importable sources, but I don't think this should be a huge wrinkle for an engine. (MP3 import.)
#6
01/25/2006 (11:53 am)
MP3 has licensing issues associated with it. However, Torque handles audio OGG files natively. I personally haven't had any speed-performance issues with TGE, but the Open AL audio layer has a few problems with some systems. I doubt that's GG's fault though.
#7
01/25/2006 (12:23 pm)
You only need to license the mp3 format if you have sold more copies than 5000 or fore more money than 100 000$. The license is then 2400$. Or at least is that what i've heard.
#8
01/25/2006 (12:27 pm)
@Anders

The licensing strategy doesn't sound bad at all. Thanks for posting the info.
#9
01/25/2006 (1:26 pm)
Or just give me $2400 and I'll give you sound files in .ogg which is the same quality as mp3 anyway. Your making a game, just go with .ogg and be on the safe side. Don't waste your money. The sound files will be in the engine and nobody will be able to tell what kind of file they are unless they poke around. But if you insist on throwing your money away, toss some in my direction too. I'm over here to the left.
-Ajari-
#10
01/25/2006 (1:34 pm)
Heh, Ajari, funny!
Thanks for the details on the mp3 stuff. Ogg is a nice format, but won't work within the params of my design, so I'll just have to bite the bullet with the mp3 licensure. Unless of course, I can work around it all. I'll have to think about that.
#11
01/25/2006 (1:44 pm)
For my TGE apps, I've been using WAVs instead of OGGs. Since compression isn't really an issue for what I'm doing, I haven't found a good reason to switch. :)
#12
01/25/2006 (1:44 pm)
David,

Strictly out-of-curiosity, what does MP3 give you that Ogg/Vorbis can't?

Steve
#13
01/25/2006 (1:50 pm)
Steve,
Well, one of the features I'm shooting for is to give the user the option to upload their own mp3 files for use in-game. For in game soundtrack and for in-game events.

There will be a soundtrack of its own, but that will probably be in wav files. That way the user can modify audio straight from their itunes (used as a generic term) playlist.

D
#14
01/25/2006 (2:43 pm)
Use some dynamic converter to convert them as the user submits them.

you can then keep it as an external file.

you should be able to get lucky and find a encoder that runs from the command line in perhaps a silent mode.
#15
01/25/2006 (2:48 pm)
David,

I understand. So its not a matter of something the format (Ogg/Vorbis) can't provide, its just that you believe most people are using MP3 and want to make it easier for them.

Steve
#16
01/25/2006 (3:03 pm)
Badguy: Not sure I want the user to suffer a wait time in order for them to add in the music... otherwise that's a good idea.

Steve,
Exactly. It's the format of choice for most of the world, so I want the user to be able to take their music from their mobile audio player's playlist straight into the gameworld.
D
#17
01/25/2006 (3:07 pm)
Well.. untill they are converting large directories at once, converting one single mp3 on today's computers is hardly a wait at all.
#18
01/25/2006 (3:11 pm)
Implement FMOD and pay for licensing. That way your licensing needs are taken care of. Of course, you will have to pay for each platform you wish to support, too. But it allows you a lot of flexibility.