Major differences between Torque Game Engine and T3D
by Relsii · in Torque 3D Beginner · 05/06/2013 (1:46 pm) · 1 replies
I have a pretty old version of Torque, I bought it a long time ago and never really did anything with it. Its either the Torque Game engine from 2007 or the Torque engine version 1.5. Before I go and mess around with the latest version of Torque, (id rather just stay with the old one since I purchased it and am making something simple with it) what are the major differences/benefits that the T3D engine has over the one I have (I think its the TGE 1.5 or something)? I am talking about things such as features (lighting, smooth/flat shading, better water), performance, multi-player (larger packets), larger .DTS files (more polygons and stuff) and stuff such as physics.
I did say that I didn't really do anything with the torque engine that I purchased however I do have a couple of little fun games I made, if I do decide to switch to T3D will the games work on it (in case I ever want to revise it) or will I have to use old torque? Does the T3D engine still use/support .CS files and the same functions in TorqueScript from the older engine?
I did say that I didn't really do anything with the torque engine that I purchased however I do have a couple of little fun games I made, if I do decide to switch to T3D will the games work on it (in case I ever want to revise it) or will I have to use old torque? Does the T3D engine still use/support .CS files and the same functions in TorqueScript from the older engine?
Associate Chris Haigler
Jester Dance
To quickly touch on the features you mentioned, T3D offers:
* completely new rendering system that uses D3D9 (or OGL on Mac), with support for shaders and an advanced, modern lighting engine
* support for the COLLADA mesh format which allows artists to export both static and animated meshes from any art package (provided it has a good COLLADA exporter) instead of relying on closed-source, proprietary (and often unsupported) DTS exporters or BSP modelers (like Hammer, QUArK or Construct for the old .DIF interiors)
* Physics support via either Physx or Bullet