Game Development Community

Torque 3D prohibitive to "non-exploration-based" games?

by Mitovo · in General Discussion · 01/02/2003 (6:47 am) · 3 replies

Hello all, and Happy New Year!

I have a question regarding something that may prove to be prohibitive in the type of game I'm seeking to develop...

I was informed some time ago that "environment-specific" geometry has to be created in a program like Worldcraft and that it cannot be created in a 3D app like Lightwave or MAX and imported.. On its face, this seems to indicate that Torque is geared mostly toward the type of game where you're exploring or atleast moving around in an "open" environment of some sort.

This causes concern for me because the type of game I am working on is not a game wherein exploration of any kind takes place. It's an arcade-style game that keeps the player and all enemies confined to a single playing field, not unlike the old 2D arcade games like Tempest and such, only in real-time 3D. Also, all elements in the game must be dynamically deformable, including the playing field. Because Worldcraft generates BSP-format geometry which is inherently rigid and static, this would not allow for the kind of flexibility I require. An external program (LW, MAX, etc) would be the primary and likely only editing/modeling tool used for all 3D game elements.

What I'm wondering is, is the BSP-oriented nature of the environments in Torque prohibitive to creating a game wherein all elements are dynamic, including the "playing field"? Or, does the BSP-aspect only come into play when creating actual indoor environments to navigate?

Any help in this matter would be greatly appreciated.

Thanks!

Mike

#1
01/02/2003 (7:00 am)
Though it would take some codework, you could load your as a model like any player/vehicle/etc model and then make the necessary code changes to have it act like your level.

As an engine, you can do a lot of things with it, but I don't know if it's necessarily the best engine for what you're trying to do.

The methods of doing things in it may be a little odd. You could use Torque to make a 2D side-scroller using billboards (much like DirectX 8.1a and 9 changed the interface).

I wouldn't recommend it, but it could be done.
#2
01/02/2003 (8:45 am)
Check the Marble Blast demo, it's done entirely with Torque.

Edit : didn't get the focus on dynamical deformation.
If you want true dynamic terrain deformation, or physics based deformation of your shapes, you can always code it yourself, using Torque as a basis for your work : you get the source to a complete game engine, not just a renderer, so basically, the limit is your imagination, tampered by availability of ressources (ie time, skills, etc.)
#3
01/02/2003 (11:43 am)
- Wrong Post!