One more question and I think I will be able to make up my mind
by Jarrod Roberson · in Torque Game Engine · 05/10/2002 (10:41 pm) · 1 replies
How are weapons handled, in Quake derived games you have melee weapons that work at a fixed range ( melee weapons, knives, crowbars, etc ) , "projectile" weapons that actually have a model and are animated thru the ticks ( rockets, crossbow bolts, grenades, etc. ), and "hitscan" weapons ( ones that fire instant hits ( beam weapons, bullet based weapons etc. )
After playing the Realm Wars demo I see that project weapons are possible.
How does torque handle weapon ordinace?
How would a rapid fire automatic weapon be coded?
Things like the FAMAS, MG42, Mini-Gun's, and other rapid fire machine guns in the HL engine are really not possible.
In Quake III:TA the crappy machine gun sounds like it is firing at a high rate of speed, but only generates a hit scan for every third bullet it seems.
Also, what about bullet decals? I don't see anything in Realm Wars.
thanks I am anxious to get started codeing :-)
After playing the Realm Wars demo I see that project weapons are possible.
How does torque handle weapon ordinace?
How would a rapid fire automatic weapon be coded?
Things like the FAMAS, MG42, Mini-Gun's, and other rapid fire machine guns in the HL engine are really not possible.
In Quake III:TA the crappy machine gun sounds like it is firing at a high rate of speed, but only generates a hit scan for every third bullet it seems.
Also, what about bullet decals? I don't see anything in Realm Wars.
thanks I am anxious to get started codeing :-)
About the author
Torque Owner Jarrod Roberson
I am just concerned about massive amounts of data if every bullet is a "projectile" and how the Torque engine will perform under load of a game that has mostly bullet based weapons if every bullet is a "projectile".
Thanks again for any information