Some infos needed - D3vStudio
by Luca Deriu · in General Discussion · 07/24/2007 (2:06 am) · 1 replies
Hello to everyone,
my name is Luca Deriu, teacher of gamedev (machinima course) at NABA University in Milano Italy.
Let me say I'm very excited because next month I'll be the legal owner of D3vStudio, with my firsts 6 employee (mostly 3D artists).
I write here because after 1 year of development with and old Italo-French group we decided to port our game "The Dreamers" on another engine.
Untill today we worked on our own GameEngine, DX9 powered, C++ coded, LUA 5 scripted, supporting Collada, DDS, .Fx shaders, multi texturing and so on...
Now, we decided to move on a Quick-Updating Engine, and after buying some for testing pourpose, Torque Advanced time has come.
I own TGE since 2002 and always founded it's editor and scene graph stable and good working, and of course, it's community always active (is mostly why I'm here).
So here are my questions:
1- Is multitexturing now supported in TGEA? Because we have textures and lightmaps multiplied over them (giving player the possibility to switch texture/lighting quality in option panel);
2- TGEA supports shaders like TSE or have we to buy both and merge code?
3- Does polygon collision works instead of volume or boundign box detection? We builded levels in a 3dsMax and we should export them as DTS (without BSP cuts like DIF or MAP) and attach an invisible collision model;
4- Does the engine do theese things natively? without hardcode and recompile all, or we have to build our own version starting from SDK source?
I would like to thanks everyone for the answers and/or only for the time spent to read this post, and excuse me for my bad English.
Thanks a lot
BYE
my name is Luca Deriu, teacher of gamedev (machinima course) at NABA University in Milano Italy.
Let me say I'm very excited because next month I'll be the legal owner of D3vStudio, with my firsts 6 employee (mostly 3D artists).
I write here because after 1 year of development with and old Italo-French group we decided to port our game "The Dreamers" on another engine.
Untill today we worked on our own GameEngine, DX9 powered, C++ coded, LUA 5 scripted, supporting Collada, DDS, .Fx shaders, multi texturing and so on...
Now, we decided to move on a Quick-Updating Engine, and after buying some for testing pourpose, Torque Advanced time has come.
I own TGE since 2002 and always founded it's editor and scene graph stable and good working, and of course, it's community always active (is mostly why I'm here).
So here are my questions:
1- Is multitexturing now supported in TGEA? Because we have textures and lightmaps multiplied over them (giving player the possibility to switch texture/lighting quality in option panel);
2- TGEA supports shaders like TSE or have we to buy both and merge code?
3- Does polygon collision works instead of volume or boundign box detection? We builded levels in a 3dsMax and we should export them as DTS (without BSP cuts like DIF or MAP) and attach an invisible collision model;
4- Does the engine do theese things natively? without hardcode and recompile all, or we have to build our own version starting from SDK source?
I would like to thanks everyone for the answers and/or only for the time spent to read this post, and excuse me for my bad English.
Thanks a lot
BYE
About the author
Associate David Montgomery-Blake
David MontgomeryBlake
2. TGEA is TSE. It just went through a name change.
3. Ben Garney posted a polysoup collision resource. You will need to come up with your own occlusion system and such, however.
4. You will have to implement and tweak the polygon resource to fit your game.