Two questions about Torque X 3D
by Georges Paz · in Torque X 2D · 10/25/2007 (5:59 am) · 4 replies
- How the AI will perform? I mean, do we need to do the same thing as TGE/TGEA to have a bot walking and shooting the player?
- Camera manipulation: At this moment it is impossible to me to manipulate the camera in TorqueScript, i need to moddify the source code. Will Torque X 3D give us a freedom way to do that in TorqueScript?
Or do we need to modify the source code? Cause i need a better 3rd person camera.
tanks,
@+
- Camera manipulation: At this moment it is impossible to me to manipulate the camera in TorqueScript, i need to moddify the source code. Will Torque X 3D give us a freedom way to do that in TorqueScript?
Or do we need to modify the source code? Cause i need a better 3rd person camera.
tanks,
@+
About the author
#2
There is no such thing as TorqueScript in TorqueX. It is completely a C# engine and you would be coding everything in C# rather than TorqueScript.
10/25/2007 (9:05 am)
@Jorge PazThere is no such thing as TorqueScript in TorqueX. It is completely a C# engine and you would be coding everything in C# rather than TorqueScript.
#3
I also highly doubt that Torque X 3D will include any AI code, it's mostly going to add a 3D scenegraph, mesh, animation, and utility code. I have been implementing AI for Torque X 2D in the form of multiple components, such as PathFinding component, ProximityAttackComponenet, FollowComponent, etc. And then I created an AIPlayer component that uses those other components to perform various AI functions. All of this should seamlessly port over the 3D version of Torque X to move and animate 3D pobjects.
In fact, even when Torque X 3D is available, I would still suggest someone to first flesh out the AI in a 2D world, moving around 2D objects. And when everything interacts correctly, then port the AI code to the 3D world.
John K.
10/25/2007 (9:41 am)
I have to agree with Sam and David. For starters, TorqueScript is gone. All Torque X games are codede in C# using the free Game Studio Express environment. I also highly doubt that Torque X 3D will include any AI code, it's mostly going to add a 3D scenegraph, mesh, animation, and utility code. I have been implementing AI for Torque X 2D in the form of multiple components, such as PathFinding component, ProximityAttackComponenet, FollowComponent, etc. And then I created an AIPlayer component that uses those other components to perform various AI functions. All of this should seamlessly port over the 3D version of Torque X to move and animate 3D pobjects.
In fact, even when Torque X 3D is available, I would still suggest someone to first flesh out the AI in a 2D world, moving around 2D objects. And when everything interacts correctly, then port the AI code to the 3D world.
John K.
Torque Owner Sam M
The camera is also supposed to be controlled using behaviors. So provided you know how it all works you should be able to do whatever you want.