TGEA Indoor/Outdoor scenegraphs
by Cliff Hudson · in Torque Game Engine · 11/20/2008 (8:23 pm) · 1 replies
I recently came back to check out changes to Torque and it looks like the TGEA supports some impressive integration between indoor and outdoor scenes, notable the portal engine allowing seamless use of both the terrain system and indoor rendering in the same tree. I am looking to put together a demo which requires indoor, procedural terrain and space scenes all with seamless, continuous movement. From those who have had experience with the SDK I would like to know:
1) Does TGEA support procedural terrain, and if it does not support it directly, are there any significant obstacles within the engine to implementing it?
2) Does TGEA have support for a scenegraph which would be appropriate to space scenes (i.e. terrainless) but which can still integrate with the indoor scenegraph like the normal terrain graph does? Again, if not are there any significant technological hurdles to overcome to integrate such a system?
Perhaps more generally, does TGEA support mixing and matching specific scene managers via the portal technology, such that even if the specific scenemanager I need isn't directly provided I could write one and plug it in as appropriate?
Thanks.
1) Does TGEA support procedural terrain, and if it does not support it directly, are there any significant obstacles within the engine to implementing it?
2) Does TGEA have support for a scenegraph which would be appropriate to space scenes (i.e. terrainless) but which can still integrate with the indoor scenegraph like the normal terrain graph does? Again, if not are there any significant technological hurdles to overcome to integrate such a system?
Perhaps more generally, does TGEA support mixing and matching specific scene managers via the portal technology, such that even if the specific scenemanager I need isn't directly provided I could write one and plug it in as appropriate?
Thanks.
Associate Tom Spilman
Sickhead Games
And at the end of the day you have all the source... anything is possible there.
You must be coming from the OGRE3D world... i never understood why they worked that way.
Torque only has one "scene manager" and you can put in any type of scene object into it... be it terrain or an interior. Objects can be inserted into the scene which manage zones... this is how portals are supported. The main zone managing object is the DIF Interior type which is based on BSP trees.
Adding a new scene manager isn't as plugin as it is in OGRE, but you can add zone support to any new SceneObject you create and manage your own portals.