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Torque3D, Design Philosophy?

by Oliver · in Torque 3D Beginner · 04/21/2015 (6:41 am) · 3 replies

Hey, guys nice to read you! :)


I have read a lot of stuff, since it is OpenSource based Software. (T3D)
Im a big fan of Tribes, and i played Tribes: Ascend, later on a bit!

i "Spy'd" :D along time on T3D, since the end of the 90's.

Looks all inresting, the DX 11 port, linux port PBR/PBS feature and so on, but if im not wrong, i read that the T3D is not supporting Occlusion Mapping, is it because of DX 9, i guess not, if im not wrong again!

I have some questions about this new features and when it does already finished:

1. How the the Engine is build on which design philosophy? (im not a programmer, a gamedesigner)

2. And why there isnt acually no current features in it? Meaning ""Segmented Word" or stuff like this!
(ok, i guess it is a because of dx 11 or so and the wrong feature called.)

3. How maximum polygone can i modell for the main character without any extras such as bags or stuff like this?

(((( i dont want to hear, something like "oh, it fits on which and large the game you want to have or should be or somehting like this"

if i meantioned, Cry engine using in DX 9/10 version, I guess a maximum of 12600 polygones, or so! without bags! Assets such as bags for the character could have a mx of round abound 4000 - 6000 or so! ))))

But please dont write a story, please keep it simple and clean for answering me!

could be formated like this one, maybe:

1. title
a. text....
b. text text....

so, this would help me, to understand things much better!

4. So, when did this actually finished or circa finished, i guess a year or so, could this be?

because, i want to tryout things, for my project, if it fits and so on!

I dont want EaaS or Royalty! Ok, Unreal dont want to have 20% or more, but im not into it, i think the Editor is to fully loaded of different features aou can use and so on, i need a Clean one like T3D and Unity, but Unity gives you access of there Source code, i guess!

THX to all guys for helping and answering me!

My Thoughts about using open source Engine, is to use Torque3D, Horde3D (cause it is simple and shader based and orientating to ogre engine) or i use Ogre Engine for making my game, but Ogre doesnt have any Editor, really! And the Editor for Horde3D isnt fit my "vision" and it is a version of 0.3 or so!



GREETINGS

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#1
04/21/2015 (6:50 am)
Also i want to see a Visual Scripting tool, cause it is easier for those who dont understand/like programming/scripting! Also a Shader based Visual Tool like the Scripting Visual Tool! cause it would make it more Fun to play with!

i mean why just play, when you could play with the Editor/Engine also a bit :D

But this is a idear from me, and this should also be feature, on youre feature list!

Also, i want to see more Polygones on my screen, because the Torque Engine is optimized for older PC systems, i guess much more instead of Younger PC Systems!

Hopefully there comes more from you in future, maybe a VULKAN SUPPORT, if the SDK comes out! this would increase Torque also more!

#2
04/21/2015 (9:20 am)
Hey Oliver, first off there is an alternative forum over at forums.torque3d.org which is more modern and has been gaining a lot of popularity lately, you might want to join that community as well.

Secondly, we also have a wiki which is being expanded all the time, which has a diagram which summarizes the engine architecture code-wise.

In general, Torque3D is not up-to-date on features because we don't have the manpower or resources of Unreal Engine and the engine does not rely a lot on 3rd party libraries to leverage the workload. There are a lot of different initiatives that try to bring the engine up-to-speed. Which ones to hope for, depends on your time-frame for your project.

There are no maximum amount of polygons per se, afaik at least. Hardware brings most of the restrictions, I think 15.000 polygons for your player should be fine if you are targetting modern computers. I don't know why you'd want to use 4000-6000 polygons for bags, that seems like a large amount for something so simple. Here is a lot of examples on polycounts for characters in different games: https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entr....

4. What do you mean by this? When will what be finished? There is a released version of Torque3D already, it'll never truly be finished though, EngineDev is a never-ending project.

I'm sorry I couldn't keep it short, but the questions you have are very complex topics.
#3
04/21/2015 (10:17 am)
First of all thank you for youre answer!my Fourth point was mainly, how long does it take to get Torgue with DX11, OGL and stuff like this support!Can i ask you something new, which OGL version are you using in meantime is it OGL 4.x or an earlier version?Recognize the Forum,okay for the next time i use this one, thx!