Older windows supported??
by Adam Johnston · in Torque Game Builder · 03/27/2006 (12:55 pm) · 3 replies
Hi there...
Some of our testers have informed us that our platformer demo
doesn't run in Win98 and doesn't display some graphics properly
in win2K. Can somebody confirm this? I'm still awaiting further
info about logs and video specs. But if this is true it would be very sad
because casual games NEED to run in lower spec machines, not
behemoth systems.
Some of our testers have informed us that our platformer demo
doesn't run in Win98 and doesn't display some graphics properly
in win2K. Can somebody confirm this? I'm still awaiting further
info about logs and video specs. But if this is true it would be very sad
because casual games NEED to run in lower spec machines, not
behemoth systems.
#2
Level Builder Beta 3.
As long as puzzles games T2D don't suffer on performace
but things slow down seriously when we load levels
and multiples charas with more of 2 mapbits of animation,
even when we are not loading all resources at the beginning.
This is bad because the physics system
get nuts in lower FPS, if just for only a short time the FPS gets below
10 FPS, some characters fall of the platform or fly through the sky.
I know I need to improve the preformance code of my
game, because I use "proxys" to manage all the events of
the objects in my game, this must to be in C++
sadly I dunno how to start in this area because the C++
tutorial of Melv is still in progress.
About WinXP, I think I have reached a "stable" game
but I didn't tested in win98 or Win2K obviously lower
systems with lower video cards, processors, etc.
But seems win98 is still very common in the world.
Here my concern. Maybe we'll need to evaluate another
alternative.
03/27/2006 (2:26 pm)
I'm testing the last beta version that was send as a previewLevel Builder Beta 3.
As long as puzzles games T2D don't suffer on performace
but things slow down seriously when we load levels
and multiples charas with more of 2 mapbits of animation,
even when we are not loading all resources at the beginning.
This is bad because the physics system
get nuts in lower FPS, if just for only a short time the FPS gets below
10 FPS, some characters fall of the platform or fly through the sky.
I know I need to improve the preformance code of my
game, because I use "proxys" to manage all the events of
the objects in my game, this must to be in C++
sadly I dunno how to start in this area because the C++
tutorial of Melv is still in progress.
About WinXP, I think I have reached a "stable" game
but I didn't tested in win98 or Win2K obviously lower
systems with lower video cards, processors, etc.
But seems win98 is still very common in the world.
Here my concern. Maybe we'll need to evaluate another
alternative.
#3
I did notice, however, that with another demo I ran on this machine, the physics couldn't keep up. For example, the demo made use of the T2D physics (which my current game does not) and because the cpu or video card couldn't keep up, the calculations seemed incorrect. Of course, that could have just been the code too...
I should mention that the game that ran fine on the win2k system is using 1.1 Beta 1.1.. haven't had the chance to attempt an upgrade to Beta 2 yet.
03/27/2006 (8:20 pm)
I can run my game just fine on a 400 MHz, 128 MB of RAM, TNT2 32 MB video card and Windows 2000. I have about 150 static sprites on the screen at once along with multiple particle effects.I did notice, however, that with another demo I ran on this machine, the physics couldn't keep up. For example, the demo made use of the T2D physics (which my current game does not) and because the cpu or video card couldn't keep up, the calculations seemed incorrect. Of course, that could have just been the code too...
I should mention that the game that ran fine on the win2k system is using 1.1 Beta 1.1.. haven't had the chance to attempt an upgrade to Beta 2 yet.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
What version of the Beta did you use? Some mentioned that Beta 2 for some seems not to be able to choose D3D which would be needed.
TGB does not need behemoth systems by the way. Its only requirement is a real 3D card and an actual driver ...
Have a 1,5ghz with radeon 9700 which is definitely no behemoth system and even doing insane particle stuff does not break anything (unless I try it with a debug built exe)