TorqueDemo vs. Realm Wars
by Adib Murad · in Torque Game Engine · 11/17/2002 (8:04 am) · 8 replies
Here we go. I'm finally trying to build my game, after purchasing Torque last month.
I built the TorqueDemo application without debug info, and the executable file was about 4.31Mb large. Well, the RealmWars.exe file is just 2.69Mb large, probably because it has less libraries compiled and linked to it.
My questions is:
1. The work of building my game is basically modifing the TorqueDemo application?
2. How the RealmWars project was set up in VC++? Was it a copy of the TorqueDemo project, with some ".cc" and ".h" files not included?
3. Is the RealmWars source code available? Where? I swear I wandered to death to find it (but maybe it's behind my nose, you know...)
Thanks a lot.
I built the TorqueDemo application without debug info, and the executable file was about 4.31Mb large. Well, the RealmWars.exe file is just 2.69Mb large, probably because it has less libraries compiled and linked to it.
My questions is:
1. The work of building my game is basically modifing the TorqueDemo application?
2. How the RealmWars project was set up in VC++? Was it a copy of the TorqueDemo project, with some ".cc" and ".h" files not included?
3. Is the RealmWars source code available? Where? I swear I wandered to death to find it (but maybe it's behind my nose, you know...)
Thanks a lot.
#2
11/17/2002 (8:24 am)
you beat me
#3
To answer your questions ...
1. Yes, you typically modify the TorqueDemo application which is the engine plus scripts.
2. RealmWars was a version of the TorqueDemo that branched away and is now seperate. It has been customised with additional code, art and sounds.
3. Yes, the RealmWars code is available @ RealmWars CVS. This is from the News section on the site posted Sep 27, 2002.
Hope this helps.
- Melv.
11/17/2002 (8:24 am)
Adib,To answer your questions ...
1. Yes, you typically modify the TorqueDemo application which is the engine plus scripts.
2. RealmWars was a version of the TorqueDemo that branched away and is now seperate. It has been customised with additional code, art and sounds.
3. Yes, the RealmWars code is available @ RealmWars CVS. This is from the News section on the site posted Sep 27, 2002.
Hope this helps.
- Melv.
#4
11/17/2002 (8:26 am)
Heh, we all answered at the same time. Hope we're saying the same thing ... ?
#6
One more thing:
I read some posts about the possibility of totally "indoor" games in Torque. I read about LOD and portals, and I'll certainly use them. But if I also cut off the terrain engine, making my missions some kind of Quake levels? As more experienced Torque gamers, do you have an idea about the improvement in performance it would be?
11/17/2002 (12:40 pm)
... and thanks to both of you!One more thing:
I read some posts about the possibility of totally "indoor" games in Torque. I read about LOD and portals, and I'll certainly use them. But if I also cut off the terrain engine, making my missions some kind of Quake levels? As more experienced Torque gamers, do you have an idea about the improvement in performance it would be?
#7
Being as Torque uses a portal system with zones you will find that simply removing the terrain object will result in no better performance, at least in theory.
If the SceneGraph doesn't see the outside zone (zone 0) it then it doesn't count as no processing takes place.
This isn't strictly true as it is another object in the world and can take considerable time to light during the start-up phase but this can be preprocessed anyway.
The terrain isn't much of a special-case, it's just another object in the world and can happily be removed.
- Melv.
11/17/2002 (12:50 pm)
Adib,Being as Torque uses a portal system with zones you will find that simply removing the terrain object will result in no better performance, at least in theory.
If the SceneGraph doesn't see the outside zone (zone 0) it then it doesn't count as no processing takes place.
This isn't strictly true as it is another object in the world and can take considerable time to light during the start-up phase but this can be preprocessed anyway.
The terrain isn't much of a special-case, it's just another object in the world and can happily be removed.
- Melv.
#8
If we need or not a terrain, it's a design decision we'll make soon, and this thread was helpful.
Thanks again, Melv.
11/17/2002 (2:03 pm)
Well, let's now put together a project and make a demo. If we need or not a terrain, it's a design decision we'll make soon, and this thread was helpful.
Thanks again, Melv.
Torque Owner John Quigley
2: The original Realm Wars was almost entirely scripts; I think the only c++ change was the version number. It started out as a copy of "examples/fps".
3. The old realm wars source is still in the main cvs, but it has its own repository now:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3303