Will the engine hold up?
by James Brad Barnette · in Torque Game Engine · 04/06/2004 (9:14 am) · 27 replies
I'm wondering is will the Torque Engine hold up with having as many trees and grass planes as The new Battlefield Engine? I would think that it would, but Would just like to know if anyone has managed to put Torque Thru something like this. If so what were you system specs can can you post some shots or email them jbarnette@digipixelstudios.com
About the author
#22
I understand what you are saying Melv About needing a programmer. I'm still looking for one. I'm just putting my project together now and still am looking for a programmer. I have an Excellent script guy right now and we are just taking it as far as we can till we can find a prgrammer. I do think that torque can do what I need it to do but there is going to need to be some reworking done in some areas I think.
04/19/2004 (9:35 am)
Thanks guys, This has all been very helpful to me. I tried some older Nvidia Drivers and the performance was a lot better. I was starting to think that speedtreeRT might be a good idea. But then I thought man I could not really affoard to have a product that the performance variations. IS there anyone here that has like a ATI Radeon pro or Radeon XT that could run the speedtree valley demo and comment on the performace? I understand what you are saying Melv About needing a programmer. I'm still looking for one. I'm just putting my project together now and still am looking for a programmer. I have an Excellent script guy right now and we are just taking it as far as we can till we can find a prgrammer. I do think that torque can do what I need it to do but there is going to need to be some reworking done in some areas I think.
#23
Absolutely. The TGE provides all the scaffolding and most of the building, you've just got to put in the windows and pop a roof on. ;)
- Melv.
04/19/2004 (9:41 am)
James,Absolutely. The TGE provides all the scaffolding and most of the building, you've just got to put in the windows and pop a roof on. ;)
- Melv.
#24
04/19/2004 (2:48 pm)
I don't see why the stock Torque couldn't handle Battlefield VN like vegitation. I made a map with way more foliage then BF VN, and it runs smoothly. I can't say about the framerate because I haven't added an fps meter. Its a dense forest(1000 trees), and there is alot of grass(app 25000 grass elements).
#25
04/19/2004 (5:22 pm)
Make a new kind of object for a tree, transform each into world space and make all of them share one big vertex buffer, then stitch them together with degenerate vertices and then you can render the lot of them in one go instead of sending like, 80 vertices at a time to the card.
#26
And, of course, the Unreal2 engine is beautiful anyway.
Nice stuff.
04/19/2004 (6:57 pm)
Just checked out the Unreal Runtime demo.. Man that looks good. I didn't realize just how great the SpeedTree stuff looks..And, of course, the Unreal2 engine is beautiful anyway.
Nice stuff.
#27
04/19/2004 (8:18 pm)
Look at SgTree in the resources.
Torque 3D Owner Phil Carlisle
Seriously, its a LOT of work. You cant expect something like battlefield vietnam or far cry style vegetation without actual code for it. Its special-case code up the wazoo.
As everyone keeps saying, if it doesnt do something you need, you HAVE the source, add the feature, or pay someone else to add it for you.