Torque adaptable to space sim games?
by Michael Sanders · in Torque 3D Beginner · 02/07/2012 (4:38 pm) · 2 replies
I'm thinking about using Torque to create a space combat game more centered around large slow naval combat, verses that of a fighter shooter.
Now I'm assuming I won't have any trouble doing that other than simulating planets. For those occasions I thought I would use a slowly changing matte picture along the wall of the environment simulating the parts of the planet not rendered and a large semi sphere protruding from the wall that would actually rotate with the changed matte and be interactive.
I'm also assuming that you can change the pictures along the walls of the environment often during the game. I would need to be able to do that in order to simulate objects outside the actual environment of the game.
I'm not planning on rendering the actual scale of the ships either. That would be difficult and not possible or crowded in the environment I would think. So I'm planning on the ships being roughly the same size as a vehicle inside the game engine or not much larger. The mind can infer the scale to be larger, based on how the level is presented to the player. Tricks of perspective etc.
Can you think of any other problems with making this kind of game using the Torque environment?
Now I'm assuming I won't have any trouble doing that other than simulating planets. For those occasions I thought I would use a slowly changing matte picture along the wall of the environment simulating the parts of the planet not rendered and a large semi sphere protruding from the wall that would actually rotate with the changed matte and be interactive.
I'm also assuming that you can change the pictures along the walls of the environment often during the game. I would need to be able to do that in order to simulate objects outside the actual environment of the game.
I'm not planning on rendering the actual scale of the ships either. That would be difficult and not possible or crowded in the environment I would think. So I'm planning on the ships being roughly the same size as a vehicle inside the game engine or not much larger. The mind can infer the scale to be larger, based on how the level is presented to the player. Tricks of perspective etc.
Can you think of any other problems with making this kind of game using the Torque environment?
#2
I hope you guys got somwhere with this I'd love to learn from your experience..
12/27/2014 (7:44 am)
From the day I 1st played Solar Winds on windows 3.11, I have been waiting for a similar but modern space sim with all the latest 3D tech n stuff, but Robertsons Space Industries is taking to long to give us a working game!! So I thought let me try out making a basic space sim sort of like Space Combat 140 by the people who made X-Plane.I hope you guys got somwhere with this I'd love to learn from your experience..
Torque Owner Dan Webb
PsyCandy Games
Anyways I'm keen to see how you go with your planet simulation concept there, Michael.