Game Development Community

Advances...and the beat goes on!

by Jim Kaiser · in Torque 3D Professional · 04/03/2009 (9:54 pm) · 10 replies

Thought I'd ramble on a bit while I'm waiting for Torque 3D to come out!
And "yes", I'm very excited!

I'm new in the community...actually thought I'd get envolved in 3d game programming to keep my brain active....Boy is it ever active!

Started out with TGE 1.5.2 and by the time I thought I was getting somewhere..."lookout!"..here comes TGEA, which I couldn't resist!
Scrapped TGE 1.5.2 & started relearning TGEA with all the new changes, mainly in shiny new stuff, normal maps, atlas terrains. Dove into Houdini, 3dsMax, Maya, 3d World Studio, Grome, milkshape, etc, etc, etc.... WHEW! Ok, anyway think I'm pretty cool now....and oh no! here comes TGEA 1.7 and TGEA 1.7.1 and then TGEA 1.8.0 and then TGEA 1.8.1
"WHAT THE HEY!"....My brain is really overheated...trying to keep caught up with all the most current updates....(head is hurting by now!)....and here comes Torque 3D!

Really, though, the advances that have happend in just the last 18 months has been mind blowing! And I say to all GG "OUT STANDING!".
To be perfectly honest though, the main reason I purchased Torque 3D was because of the Torque Community, and the way everyone goes out of their way to help others...I see it every day when I read the forums. So Here's a big "Congrats" to everyone in the community, who I think makes Torque the success that it is today!

Ok, there's my 2 cents worth...now I can make my appointment with my shrink to get me ready for the next leap into Torque 3D <happy thoughts...happy thoughts...happy...hap..hhh>

#1
04/03/2009 (11:15 pm)
+1 on the great community! :)
#2
04/04/2009 (12:37 am)
Cheers! Sometimes the silent people have to speak up to, we don't mind a ramble at all. GarageGames rocks, but the community rocks most of all!
#3
04/04/2009 (2:57 am)
lol no need to appologise for the ramblings... the community is great here it's a really big help to get some solutions to issues.
#4
04/04/2009 (3:33 pm)
I started with TGE 1.5.2 and kept with it, so everything in T3D is going to be fairly new to me, but that's the fun of it!

My profile will show I have TGEA, but that's because I upgraded to TGEA and then to T3D for the pre-order deal.
#5
04/04/2009 (10:21 pm)
@Steve

After seeing the recent T3D demos...I'm just not interested in working with TGEA 1.8.1 any longer. Seems like a waste of time when T3D is almost here. Will work on my artist & 3d modeling skills instead for now. :)
#6
04/04/2009 (10:33 pm)
I agree on the artist and modeling skills, I really need to work on mine.

I can script my way out of a paper bag but I can't model the paper bag in the first place.
#7
04/05/2009 (1:42 am)
lol Steve think I'm in the same place as you, so not even going to trying to draw that paperbag and I'll just develop my coding and leave the pretty looking stuff to those that can draw without it looking like a 3yr olds crayon drawing!!
#8
04/06/2009 (3:59 pm)
Here's my first attempt at anything more complex than spheres and cubes... Just finished the geometry (mudbox 2009 and XSI 7) two days ago.

http://www.joshuahorns.com/ViperMk2.wmv

I'm traditionally a programmer but I thought I'd try something new.


Edit: Even with this I had to rely on someone else's orthogonal drawings for rotoscopes.
#9
04/06/2009 (10:18 pm)
@Joshua: that look's good. Nice and smooth. How many poly's?
#10
04/07/2009 (4:55 am)
@Michael 25,000 vertices (from what I understand polygons are less important to performance than vertices, not that it really matters for this discussion). I still have a low detail version which is approximately 2000 vertices I can use. I created the base geometry and then added two geometry levels in Mudbox, then tweaked it. If I needed to set the limit at about 10,000 for instancing in a game I could. I did that one more to prove to myself I could get something looking less like blocks and more like a real item.