Pre purchase questions.
by Greg Saul · in Torque Game Builder · 06/05/2005 (5:03 pm) · 6 replies
Hello, I'm looking at buying Torque 2d but I just have a few questions first.
1. Does torque script support an object orientated structure in games? For example can I pass references along to objects then call functions using that reference? Sorry I have no idea what torque script works, are there any examples of it around? How does it make things easier?
2. In the tile editor I take it you can layout your whole level. Is there any way of placing points on the map that you can create particle emitters and objects from? or when you make an object do you have to give it an x and y coordinates?
3. With the collision system does it support circle to polygon collisions? I take it that it probably would do otherwise the pool game would act a little weirdly or be very slow? In regards to speed and collision detection would it be realistic to have 200 very simple objects flying around a level that could only collide with the ground tiles and border on a reasonable new machine.
4. Is garagegames 30 day money back guarantee offered on torque 2d? I expect it probably is not but I think it's worth asking.
I'm looking forward to hopefully joining the community I just want to make sure there's a clear advantage using T2d over free game libraries and physics engine that are already out there, such as Clanlib.
1. Does torque script support an object orientated structure in games? For example can I pass references along to objects then call functions using that reference? Sorry I have no idea what torque script works, are there any examples of it around? How does it make things easier?
2. In the tile editor I take it you can layout your whole level. Is there any way of placing points on the map that you can create particle emitters and objects from? or when you make an object do you have to give it an x and y coordinates?
3. With the collision system does it support circle to polygon collisions? I take it that it probably would do otherwise the pool game would act a little weirdly or be very slow? In regards to speed and collision detection would it be realistic to have 200 very simple objects flying around a level that could only collide with the ground tiles and border on a reasonable new machine.
4. Is garagegames 30 day money back guarantee offered on torque 2d? I expect it probably is not but I think it's worth asking.
I'm looking forward to hopefully joining the community I just want to make sure there's a clear advantage using T2d over free game libraries and physics engine that are already out there, such as Clanlib.
#2
2. There is a callback which gets activated when a tile comes into view, so you could spawn your particle emitter at that point. That would save having dozens of particle emitter going off all around the map when they're not on screen. The easiest way of doing this would be to have it as a seperate layer that moves with your map, and use invisible tiles as markers for the positioning of the emitters.
3. As mentioned, if you want a regular poly as your collision poly, you can just specify the number of sides for the poly to have. The more sides, the more circle like. You should be able to get a significant number of sprites zipping about on screen. I haven't actually run a test on my machine to see how many sprites/particles effects I can have going before bringing the system to its knees. Might be intersting to try it :)
06/06/2005 (3:53 am)
1. Don't forget that %player will be a local variable, so if you define %player in your initPlayer function, it might not exist when you get to your playerShoot function. You could define it as $player which would make it a global variable.2. There is a callback which gets activated when a tile comes into view, so you could spawn your particle emitter at that point. That would save having dozens of particle emitter going off all around the map when they're not on screen. The easiest way of doing this would be to have it as a seperate layer that moves with your map, and use invisible tiles as markers for the positioning of the emitters.
3. As mentioned, if you want a regular poly as your collision poly, you can just specify the number of sides for the poly to have. The more sides, the more circle like. You should be able to get a significant number of sprites zipping about on screen. I haven't actually run a test on my machine to see how many sprites/particles effects I can have going before bringing the system to its knees. Might be intersting to try it :)
#3
Thank you for your replies, Great to hear about the scripting but I'll have to give it some thought.
I have to say the particle editor and physics engine does look very nice :)
06/06/2005 (3:46 pm)
Hello, Thank you for your replies, Great to hear about the scripting but I'll have to give it some thought.
I have to say the particle editor and physics engine does look very nice :)
Torque Owner Gary Preston
For the scripting side of things, I'd recommend reading the public TGE docs that go over Torque script. You can also download the TGE demo to get a feel for scripting as T2D and TGE both use the same scripting engine.
2) There are probably several ways to do this. Off hand I can think of a few, such as using the custom data section of the tilemap. You could later parse this on load of your level and spawn particle emitters for any tiles that have the appropriate custom data entry. Another way would be to make use of an additional tile layer. This may be more suitable for a map/level editor though. I did read about plans for a scene editor, although I'm not sure how far off that is.
3) I'm not so sure about this. From what I've seen, circles are simply approximated using a custom collision poly that has more sides. I may be unaware of a feature in this regard though.
4) No idea. However, as an advantage for you, anything you learn script wise can be later used in TGE, which has taught me a lot. Also T2D can be plugged into TGE and used for all sorts of things, such as GUI's or embedded 2d objects (theres a video somewhere showing a T2D object been used inside TGE). Also the particle system in T2D is imo second to none.
Don't forget though that T2D is still EA. Although lots of it are in place, there will still be things missing such as realtime networking and more user friendly editors. All of which are been worked on for the final release though.