Game Development Community

TSE's fitness for a couple of games

by Tudor Tihan · in Torque Game Engine · 02/18/2006 (1:21 am) · 3 replies

Hi,

This is my first post here, so, greetings everyone!

I am interested in making a couple of multiplayer intensive games and I am considering
Torque Shader Engine. I have tested a few other engines, but I couldn't find anything that looks as good as TSE. Perhaps the update for A6, does anyone know what it holds? (I will ask this on A6 forums, of course, but the current A6 demo was horrible). In any case, can you please tell me whether, in your opinion, TSE is suited for my 2 games described below?

My games descriptions:

Both are multiplayer intensive, one of them quite possibly will end up as requiring MMO technology.
One is a clone of Descent 3/Forsaken (so very large interior spaces, how does TSE handles that?) and the other is a FPS with large number of users based on a historical location like Roma's Coliseum (same scale) that needs to accurately render the building, but not as much the terrain surrounding it. By accurate I mean no visible corners where there should be none, and great details, when the camera is close to the columns they show cracks, either by texture or by some form of shader (think Serious Sam - Egypt temples). Units should look at least as detailed as the chr. in the demo, but this is of lesser concern. For the historical game the units will be supplemented with a large number of NPC's and the hills around the battle site will be left barren, or possibly with a couple of trees here and there.

1. Can TSE handle this kind of complexity without large c++ rewrites? (We don't have time to do that).
2. Can the content packs be added to TSE? (Like that RTS pack).
3. Can Speed tree be integrated into TSE? What is different from TGE exactly?
4. Is that magical max 125 user number that is spotted around this forum coming from the Tribes 2 engine or is it the practical threshold of the unmodified TSE's network?
5. Does TSE support dynamic level of detail? I haven't spotted this in the docs/demo, but I may be wrong.
6. For a seasoned C++ programmer (last major deal was code for character handling MMORPG and editor), is three months enough to set up a simple level with all necessary scripts for the historical part? I will have the aid of a talented 2D/3D graphics person, and I'll probably contract the music for royalties. In case of crunch mode, I could enlist up to 2 other programmers, but only about 2 hours per day.
7. Does the SDK contain customizable examples such as the demo? (I assume the source code for the demo is given).

Other than that, do you have any other advice to help me choose TGE/TSE engines?

Thank you very much,

Tudor Tihan
General Director
Zamolxis Interactiv SRL

#1
02/22/2006 (5:07 am)
Hi again, any ideas would be very welcome.
Can you help me decide please?
#2
02/22/2006 (5:18 am)
1) Yes, but there will always be 'major rewrites' heck making the shaders take time, luckily for you most shaders like normal mapping is supported out of the box.
2) I believe the packs will eventually be released to support TSE ( don't quote me on that ) I would not think it would be too hard to convert any existing pack into TSE once you are familiar with TGE and how each pack is designed.
3) Yes it can, a game name Poacher has implemented it, side note GG is working on a Tree Pack as another solution to Speed Tree.
3a) This is really a separate question, in a quick nut shell, TSE supports shaders, has improved terrain and water and can be ported to work with X box 360.
4) That number was 'recommended' there is no real 'limit'. Of course no one wants to play a laggy game even if it supports a thousand people, thus enters possible rewrites see answer 1.
5) YES Level of Detail is built into the TGE and TSE dts file type
6) I wouldn't think it would not b ea challenge for an experienced programmer, BTW did I mention I was an Art Historian before I was a game developer (*hint*hint*).
7) Well there is a shooter starting kit, the TSE kits are rather bare boned because the engine is still a work in progress.

Other reason why to choose TGE/TSE
It is not expensive, you are helping the Indie market, Garage Games hosts a great conference in the fall.
#3
02/23/2006 (1:51 am)
Thank you Anthony, I appreciate you answering me.

I am thinking that perhaps I should use TGE until end of may...
Are there portability guidelines between the 2 engines?

Shaders is something I am good at, that is no issue for me.
How hard would it be to modify certain buildings rendering from TGE to have a few advanced shaders like parallax mapping? I mean, I hope TGE does use some shaders and does not rely on the static pipeline completely.

I will obviously need some historians, both for art and otherwise, any suggestions? (*wink*)