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Some general questions on this engine...

by Rajiv Sud · in General Discussion · 05/29/2009 (2:10 pm) · 2 replies

Hello,

I am just starting to look at pre-built game engines. The documentation on this site is extensive and overwhelming! But I need some basic info that I haven't been able to glean out yet (but I'm sure have been covered multiple time in the past...).

I am a seasoned C / C++ developer and have written my own game engine on windows using C++ and directx 8.1 and released a game. However, in the end, my first game engine is nowhere near perfect and not really re-useable. So writing another game engine with all my learning of what to do and what not to do would take another forever! My first engine took almost 4 years of part time work.

Some basic questions as I begin my assessment on available engines:

1) What type of mesh files does Torque use? I have access to 3ds studio max 2010 so I expect I can be successful in creating meshes for use in Torque but want to know what type of file.

2) How is character / object animation handled?

3) Can this engine be used for space based games or is it for terrain games only?

4) How does one release a game? Are there utilities to package a game into a self installing module that installs a runable game on any PC?

5) On the licensing side, what is the cost /fees to torque for distributing a game?

6) Is there a demo version that can be downloaded and installed?


Any info appreciated as I continue to go over the extensive docs on-site!

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#1
05/31/2009 (11:07 am)
1) What type of mesh files does Torque use? I have access to 3ds studio max 2010 so I expect I can be successful in creating meshes for use in Torque but want to know what type of file.

Torque Versions up to the last version of TGEA use a specialized .dts mesh. Most modeling programs have had add-ons written for them that can export to .dts, I've heard good and bad things about .dts, things like exporting is clunky, it can get confusing, I know it does work though. I've also seen artist pump out 20 things a day in .dts with no confusion, I'm no artist however.

The newest version of Torque, Torque3D (still in beta, but being released very soon, next month I think) supports conversion directly from collada format. It looks very simple to me, but again, I'm not an artist.

2) How is character / object animation handled?

I know this is also done in the modeling app through use of a skeletal bone-system (or whatever the artists are calling it these days :P ) and keyframes for animation.

3) Can this engine be used for space based games or is it for terrain games only?

Not right out of the box, but in the end, yes it can be used for space games. It can be as simple as taking out gravity from the code and terrain-blocks from missions to taking years for every feature you want. It depends on how good you are and how much more you need. A great-looking space game that's been under work by 1 person for a long time now is Day Of War , and his latest blog with a tech demo here.

4) How does one release a game? Are there utilities to package a game into a self installing module that installs a runable game on any PC?

I'm not sure if you even have to tell GG, but you don't give them royalties, etc... to release, but to create an installer you will need another program designed for that. I'm sure there are many free/cheap ones.

5) On the licensing side, what is the cost /fees to torque for distributing a game?

Whatever you payed for your license and that's it! :) You need to have a 4-second splash screen with the Torque logo, and in the credits or About section a link to GG and "This game powered by the Torque Game Engine Advanced." You can only make games and not other types of works with the engine however. You also need special licenses for console releases. If you make enough you may have to upgrade to a commercial license, but come back to that when you're making $250k a year.

Some EULA quotes: (TGEA EULA here. Scroll down, click Licenses).

Quote:
(a) Licensee may publicly sell, distribute, release, publish, transmit and/or exploit any Games created hereunder.

(b) With the exception of the platforms and their respective successors described in Section 3, Licensee may have the Games published by any publisher with no royalties. Licensee may have the games published on PC, Macintosh, or Linux through any downloadable channel or retail distribution (CD / DVD box sales) including but not limited to self-publishing, Games for Windows, Steam, Direct2Drive, RealArcade, Yahoo! Games, PopCap, Big Fish, MSN Games, Pogo. Licensee does not have to offer the Games to GarageGames for publication.
Quote:
(g) This license does not permit the use of the Engine for non-Game application such as simulations, virtual worlds, or other non-Game products. Use of the Engine for these applications requires a separate license. Contact licensing@garagegames.com for these applications of the Engine.
Quote:
(b) Licensee agrees to display a full screen, unmodified Torque Game Engine Advanced logo for no less than four full seconds in the start up sequence of any game created and released with the Engine. This requirement may be waived for an additional fee. Contact licensing@garagegames.com for details.

(c) Licensee agrees to include in the "About" box or in the credits screen: (i) a link to www.garagegames.com, and (ii) the wording "This game powered by the Torque Game Engine Advanced." This requirement may be waived for an additional fee. Contact licensing@garagegames.com for details.

6) Is there a demo version that can be downloaded and installed?
Demos: Bang!

Hope I helped! The demo versions usually seem like simple walk-thru's or tiny scenes, but you can press F11 to open the world editor, Alt+C to enter free-cam, and edit any of the include script files (no C++ source included in demos).

#2
05/31/2009 (12:50 pm)
Define "this engine" :)

There's also T3D in beta now, which had the game-only restriction liften.