Number of posts : 28
Age : 27
Localisation : The Netherlands
Interests : Games, Movies, Zombies..
Job : Student
Registration date : 2008-08-28
|Subject: Re: Time to code Mon Sep 01, 2008 4:14 pm|| |
The models can be changed .... And it's not about the models etc. it's about the engine and the capabilities and personally , Torque is less advanced...
Integrated WYSIWYG "sandbox" Mission, GUI, and Terrain Builder editors for creating 3D environments.
Edit every aspect of your world, including terrain attributes, weather and fog, configure objects, set triggers and mission logic all in the WYSIWYG Mission Builder. Build fully scriptable interfaces, write custom controls, edit and test without exiting the GUI Builder. Includes mesh exporters for Maya, 3D Studio Max, LightWave, Blender, MilkShape and more. Learn more...
Generate dynamically blended mountains, valleys,
and other seamless terrain with ease.
The integrated GeoTerrain heightfield generator is used to algorithmically create beautiful continuous terrain. The heightfield generator contains several algorithmic and fractal generators, ridge and valley localized smoothing, thermal and hydraulic erosion operators and much more.
Torque Lighting Kit
New in TGE version 1.5! Torque Lighting Kit is now integrated into the engine.
The Torque Lighting Kit enhances Torque's lighting and rendering models, adding flexible in-game lighting editors and tools to significantly increase game atmosphere and design efficiency. New mission light objects can be configured as static or dynamic, omni or spotlights, and are capable of illuminating multiple interiors, DTS objects and terrain. Learn more...
Create large multiplayer games with the award-winning TorqueNet client/server networking architecture.
The Torque Game Engine has a strong multiplayer networking foundation built into the code. TorqueNet uses both UDP and TCP ;key features include: support of multiple data delivery requirements, partial object state updates,ghost management, packet stream management, and an optimized Notified Delivery Protocol. Learn more...
Create realistic indoor to outdoor transitions with seamless interior and exterior rendering.
Torque Game Engine features seamless integration of interior and exterior rendering. Featuring multi-pass texturing and lighting, and layered volumetric fog, the portal-based interiors-with detail brushes and animated lightmaps-are able to connect directly with the environment-mapped terrain. Learn more...
Incorporate your animated models with ease using Torque Game Engine's mesh engine animation system.
Torque Game Engine's mesh engine allows the use of animated multi-bone skeletons for dynamic, flexible character actions with a high level of detail. Other features include dynamic projected shadow maps, mesh vertex deformation animation, and support for complex multi-layered animation. Learn more...
Modify the functionality of the engine to suit your own purposes.
The source code provides you with near limitless ability to modify and improve upon the TGE engine. Modify the networking code, convert the level editor to an isometric level editor, or just use all of the cool stuff that all of the other TGE users are making and contributing to the community. Learn more...
Use the scripting language you know and love (or will grow to love)!
TGE uses the same scripting language as other Torque products. If you already use TGB, scripting will be second nature... if this is your first Torque product, the skills you learn will be translatable to other Torque products in the future. Torquescript syntax is similar to C++, so if you are a C++ programmer, you already have a head start. Learn more...
Reach a wider audience by publishing your game on multiple platforms.
The same scripts will run on Windows or OSX, and can be ported into other Torque products as well. There is also a community-supported Linux version, and you can build your game onto Xbox 360 with a separate license. We are committed to multi-platform functionality, and are always looking to increase our platform support. Learn more...
Maximize your potential user base by catering to users with a wide range of hardware.
With support for hardware reaching all the way back to Windows 98 operating system and Voodoo 3 video cards- in addition to CodeOnce platform support-Torque Game Engine has the potential to reach a huge audience, which is a very important point for independent developers. Learn more...
Additional functionality tools, game genre starter kits, and all kinds of content packs.
In addition to the engine you can purchase a plethora of additional resources such as Torque ShowTool Pro, the RTS Starter Kit, or Content Packs featuring models and environments from the likes of BraveTree and Tim Aste. Increase your knowledge of TGE using one of the available books, such as The Game Programmer's Guide to Torque. Learn more...
streaming of "unlimited" sized worlds
automatic loading, unloading, updating and rendering of terrain and objects
objects with custom class and set of parameters
instant pathfinding even between distant areas
built in classes for objects:
keyframed (target orientation, relative rotation, position offset)
multiple animation blending
intelligent camera distance based facial animation support
highly compatible (one animation works on all meshes with similar skeletons)
creating animations in Mesh Editor tool
importing animations from external formats
custom cameras (including Fpp, Tpp, Isometric, Static)
camera effects - quake, dizzyness
automatic frustum culling
calculating surface area, volume, distance between, multiple transform operations (moving, rotating, scaling, transforming by matrix), basic collision detection, drawing of:
color rgb, hsb (hue, saturation, brightness), opacity, inverse, adding, lerping
screen color transformations
4:3, 5:4, 16:9, 16:10 or custom screen aspect support
shader model 2.0, 3.0 supported
vertex buffering for simple graphics drawing (images, gui elements, geometry objects, ...)
alpha blending, testing
synchronization, windowed / fullscreen
custom font creation
font drawing with shadows
point, directional, cone lights
dynamic light maps
occlusion query support
particle system (based on a single shape, or animated skeleton)
viewports, rendertargets (with support of high precision formats)
smooth fading between screens
2d effects - subtitles, ripple, fade using fade texture
custom GUI with support of - button, checkbox, combobox, context menu, desktop, custom element, image, menu, tabs, text, viewport, list, progress bar, region, slidebar, slider, textline, window, window IO (file/dir selection)
description of elements (tooltips)
keyboard, mouse, joypads
detecting key states, key pushes, key releases, key double clicks, and key combos
mouse rectangle clipping, driver disabling, hardware pointer
reading & writing - binary, text, xml files
accessing files in memory, on disk, or file inside another file wth data encryption
detecting file / directory information, file / directory searching, file / directory creating / deleting, operating on all files inside directory
data packing to one big PAK file (keeps directories structure, automatically sorts files for faster accessing)
drives detection (hdd, cd)
math operations - minimum, maximum, average, abs, saturate, sign, trunc, round, ceil, floor, frac, align, sqr, cube, sqrt, cbrt, pow, ln, log2, sin, cos, sincos, tan, ctan, acos, asin, atan, angle, linear interpolation, hermite interpolation, power interpolation, 4-values interpolation, equation solving of 0th, 1st, 2nd and 3rd degree
vector (2d, 3d, 4d float & int) operations - add, subtract, multiply, divide, change sign, abs, minimum component, maximum component, minimum index, maximum index, normalize, length, length^2, set length, dot product, cross product, perpendicular, comparing, epsilon comparing, matrix transforming
matrix (3x3, 4x3, 4x4) operations - moving, scaling, rotating, multiplying, inversion, from quaternion
quaternion - adding, scaling, multiplying, inversing, rotating, calculating angle and axis of rotation, conversion from and to matrix
512-bit precision integer / float operations - add, sub, mul, div, mod, sqr, sqrt
calculator function (calculates given strings for example "sin(2*x) + dot(vec(1,2,3),vec(4,5,6)) + 15*(1+2*pow(x,y))" to int, float or vectors)
vertexes (position, normal, tangent, binormal, tex0, tex1, matrix index, blend weights, size, color, duplicate index)
edges (vertex index, adjacent face, normal, flag, id)
triangles (vertex index, adjacent face, adjacent edge, normal, flag, id)
quads (vertex index, adjacent face, adjacent edge, normal, flag, id)
automatic uv mapping
transforming (moving, scaling, matrix transforming), reversing, mirroring
correct normal, tangent, binormal calculation
vertex welding, edge welding, edge subdividing, face subdividing
joining, spliting, duplicating
linking vertex->vertex neighbour, vertex->edge, edge->face, rectangle->edge
convert triangle to quads, quads to triangles, edges to polygons
logical operations on 2d / 3d meshes (or, and, xor, sub..) - BETA
add/remove vertex / edge / triangle / quad
optimize (remove inline vertexes, faces, vertex cache)
level of detail (lod)
binary / text custom format
importing 3ds, ase, obj, wrl, x, xml (OgreXml, IGame/3dxi)
creating meshes out of geometry shapes
zero, copy, is copy, list copy, set byte value, comparing, swapping, copy aligned data (8to32, 16to32, 24to32, 32to8, 32to16, 32to24), encrypting, decrypting, allocating, reallocating
memory containers working on any defined structure (list based, block based)
cache for storing dynamic loaded data (meshes, materials, textures, animations, skeletons or any custom data) with name sort for faster access times, and ability to load files in local or global path
memory leaks detection
game config file support
cpu detection (mmx, 3dnow, sse, sse2, sse3, number of cores)
custom randomizing unit creating random ints, floats, probability correct vector directions, points (on surface or inside) sphere, box, capsule, tube, edge, circle, rectangle.
log file support
clipboard get / set text values
detecting system language
custom string operations (case up, case down, add, length, compare, path compare, starts with, contains, contains words, replace, get extension, get not extension, get path, get base name, get start, get not start, string<->int, string<->binary, string<->hex, string<->real, string<->vector)
timer support - frame time, current time, frames per second
date & time operations - differences between 2 dates in seconds, seconds from 1 Jan 0 AD 00:00:00 (leap years support included)
OS windows minimize, maximize, activate, move, get parent, get focused
drag & drop support with custom provided function
sorting custom structures with custom comparing function
downloading file from url address
UDP socket based peer-to-peer connection
rigid body collision detection
actors - sphere, capsule, box, oriented box, convex, triangle based (static only)
joints - fixed, hinge, spherical, slider, breakables
calculating actor position, matrix, velocity, angular velocity, energy, mass, damping
actor groups and user data
holding and dragging actors
flat, normal, parallax, relief bump mapping
hdr + eye adaptation
depth of field
per pixel lighting
hardware shadow mapping
1D / 3D, streamed wav / ogg, from file or memory
custom volume groups (sound fx, voice, music, ambient, global)
music and ambient systems play random tracks from given theme (set of tracks), with crossfading support
anisotropic filtering, mip-mapping
formats supported L8, A8, A8L8, X8R8G8B8, A8R8G8B8, DXT3, DXT5, ...
modes supported 2d, 3d, cube, software
color, normal, bump, specular, glow, alpha, detail, reflection maps
texture lock, unlock, crop, blur, average, sharpen, normalize, downsample, normal downsample, pixel set / get
bump to normal map conversion
optimized texture compression
importing bmp, png, jpg, tga, dds
separate threads for game updating, physics calculating, rendering, sound processing
So it's not about the models vergil but about the capabilities of an engine,.