Re-introduction to TGE
by Simon Windmill · in Torque Game Engine · 07/26/2004 (1:45 pm) · 1 replies
I've been a TGE licensee for 2 years but never actually made anything significant with it, just simple prototypes for game ideas before I get bored after a couple of weeks and go on to something else. I abandoned Torque for a while to work on my own stuff, before realising that I really don't want to spend all my time on an engine and just want to focus on gameplay.
With this in mind (and the news of TSE, which means I won't have to do all the work of getting fancy rendering stuff in and tested if need be), I'm coming back to game ideas that I could use TGE for. But because I haven't been following things closely, I'm not sure what has changed. The changelist only tells a few parts of the story, and I don't have time to trawl through thousands of forum posts to see what's going on. So I'm hoping someone can answer a couple of questions:
Am I right in thinking that there is no current framework for simple NPCs that could perhaps follow a path and shoot at you (or some other action)? I know of the AIPlayer object, but doesn't that basically act as another client? Which is not what I want.
Secondly, assuming the answer to the first question is "no", will the unit objects from the RTS pack be applicable to this sort of use, even in a non-RTS setting?
With this in mind (and the news of TSE, which means I won't have to do all the work of getting fancy rendering stuff in and tested if need be), I'm coming back to game ideas that I could use TGE for. But because I haven't been following things closely, I'm not sure what has changed. The changelist only tells a few parts of the story, and I don't have time to trawl through thousands of forum posts to see what's going on. So I'm hoping someone can answer a couple of questions:
Am I right in thinking that there is no current framework for simple NPCs that could perhaps follow a path and shoot at you (or some other action)? I know of the AIPlayer object, but doesn't that basically act as another client? Which is not what I want.
Secondly, assuming the answer to the first question is "no", will the unit objects from the RTS pack be applicable to this sort of use, even in a non-RTS setting?
Torque 3D Owner Luke D
Default Studio Name
I've seen other examples which have added very basic 'search in FOV and persue/shoot' behavior as well, and I don't believe it required anything but script.
More exciting is a robust pathfinding and task-oriented AI behavior code pack that is being developed by Stefan Beffy Moises and Phil Carlisle and I think a couple other people. There's a really big thread about it here.
Hope that helps. BTW, Loved the CoolPowers trueSpace plugins. :)
Luke