TGB Pro and future devleopment
by Ashlee Muscroft · in Torque Game Builder · 05/08/2008 (6:50 pm) · 4 replies
Ok, I really want to know how flexable TGB Pro will be having the C++ source code. Can I litterally add anything to it providing i have the skills? First idea would be implementing a GLSL shader library that would run fragment programs etc. on the sprits as an example. Of course I will start off small reusing the built in projects and learning the engine, but I would like to no anything could be added later down the road. even if say I have a basic OpenGL 3d engine(which I do) could I join the two and create say a 3d backgroud world with 2d characters for a fighting game. Again just an example of what I am asking as I can only afford one Garage Game solution and I am solely interested in 2d games.
thanks for the help.
thanks for the help.
#2
05/08/2008 (7:59 pm)
Ok that is refreshing to hear, I suppose when i get to that level. The danger then would be avoiding windows only code. but this has made up my mind and will be getting the pro version in the near future.
#3
I wonder if it would be easier to use TGEA and render sprites with a non-perspective camera. I've been wanting to give it a shot but I'm hooked on TGB.
06/09/2008 (6:45 pm)
Pixel shaders would be so cool. I'd love to have it!I wonder if it would be easier to use TGEA and render sprites with a non-perspective camera. I've been wanting to give it a shot but I'm hooked on TGB.
#4
Thats the only thing that i miss in TGB :(
06/11/2008 (1:44 am)
I would only add the "mask" option in TGB. Thats the only thing that i miss in TGB :(
Torque 3D Owner Stephen Zepp
For example, if you write cool and nifty things for Windows apps, it is your responsibility to make sure they would still work on a Mac, but Torque is designed with this in mind, and provides a platform layer where 95% of your game code stays above, leaving you built in compatibility.
FYI, TGB already has a limited capability to render 3D shapes--people normally use it in the reverse of what you mention (commonly they use 3D characters against a 2D background), but with good scene design you could easily accomplish what you want.