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Some questions to past the time

by Dean Calver · in Torque 3D Professional · 03/25/2009 (5:31 am) · 1 replies

Hello,
Some questions about how Torque 3D fits in,

Torque Constructor - still useful? (with the collada importer architecture, are we using CSG editors as well?)

Multi-thread architecture - does T3D have one?

Support for crappy intel laptops? While rubbish, they are useful to develop on (he says typing on one ;) ). Most have SM 3.0 hardware just slloooowwww, if not I might try getting the working at least enough to develop on, might be a good way to get my head round the new features...

Mac support initially? Windows 7? Dx9, 10 or 11?

I know you've mentioned component architecture for the future, to you expect that to include TorqueScript?

If not how optimised is TorqueScript (JIT?) in then new engine.

EDIT (1 more!) : STL support?

Enough annoying questions for now :)

Thanks,
Deano

#1
04/05/2009 (4:46 pm)
Just got access here... so sorry for the late reply...

Quote:Torque Constructor - still useful?
I think so... i know personally i can make a better looking building in Constructor than i can in 3dsMax.

Quote:Multi-thread architecture - does T3D have one?
There is better multicore support functionality in the core engine now. Rene Damm has been adding some functionality for streaming SFX sound sources which i suspect will be reused by other systems.

Quote:Support for crappy intel laptops?
Support will be there... but the quality will be crappy. Torque 3D is looking like this.... 3.0 and 2.0 shader cards get the best and most advanced features... everything else gets fixed function rendering fallbacks. So on a crappy Intel laptop you'll get Basic Lighting mode by default and things will run... just not as pretty.

Quote:Mac support initially?
Like TGEA 1.8... yes thats the plan.

Quote:Windows 7?
When Windows 7 ships .... Torque 3D will support it.

Quote:Dx9, 10 or 11?
Torque 3D is still a DX9 engine. DX10 was screwed by bad Vista adoption... most AAA engines and games still avoid it. If Windows 7 ships and starts to take off you'll see DX11 support in Torque fairly soon after.

Quote:I know you've mentioned component architecture for the future, to you expect that to include TorqueScript?
You mean can you replace TorqueScript with another language? Not sure if that has been fully decided yet... you'll have to wait on that one.

Quote:how optimised is TorqueScript (JIT?) in then new engine.
Other than general engine optimizations... it shouldn't be much different from TGEA 1.8. I know there were some advances from the iPhone work... not sure if that has made it back into Torque 3D.

Quote:STL support?
I don't think anything has changed there... Torque 3D still depends on its custom container classes and not STL. That said if time is found i would like to fix the allocator issues that have made using STL in Torque hard in the past.