Game Development Community

Torque 1.5.1 tech specs

by Skorchx7 · in Torque Game Builder · 10/02/2007 (3:38 pm) · 5 replies

Can someone give the proper torque 1.5.1 tech specs. Like how many polygons on screen on screen how many pixels and such.

#1
10/02/2007 (4:19 pm)
Matthew, i'm not sure such a thing exists. If you could be more specific about what you are trying to figure out I could try to help you with answers.
#2
10/04/2007 (4:56 pm)
Well i just want to know what technical limitations torque has. Such as how many pixels can be displayed on screen during a game in real time or how many polygons. If such a thing doesnt exist then maybe i need something else.
#3
10/04/2007 (5:18 pm)
TGB 1.5.1 can easily display over 1.3 million pixels on screen in real time!

Sorry, couldn't resist.

The information you're asking for is essentially worthless, even if it could be accurately measured. TGB isn't going to say "Hey, you have over 2,000 polygons, bad boy!" or anything like that, if that's what you're wondering, nor is there any hardcoded limit on the window size.
#4
10/06/2007 (8:41 pm)
Okay so if i were to talk about what the engine overview this is a bad example. I am trying to talk about the tech specs in torque but maybe such a thing doesnt exist.

Engine Overview: Torque Game Builder
Number of Objects on the screen at once: 40
How many animation per character: 40
Camera and game view restrictions: The camera is always an over the top view of a 2-d world.
Frames Per Second: 30 frames per second
Color per texture map: 256 million colors
Torque2D Version: v1.5.1
Torque Game Builder Version: v1.5.1
Supports: Sprites, networking, physics, collision detection, 3-D Objects,
scrolling backgrounds
Side Note: Open source code
Runs on: PC, OSX, X-Box 360 (separate license)
#5
10/08/2007 (7:45 am)
Depending on how you optimize your drawing, you will have widely variant numbers of "objects" on screen. And such things as "view restriction" are more dependent on artflow than other aspects.

None of the code is open-sourced, however.