Infected World This is the forum for the horror game |
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+4ShawnMattCraw The Sickness Psykocyber Suduki 8 posters | Author | Message |
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Suduki Admin
Number of posts : 33 Age : 30 Localisation : Denmark Registration date : 2007-07-03
| Subject: Time to code Tue Jul 17, 2007 1:25 am | |
| At last i got the engine. Now i can begin coding, importing and playing behind the scene . So in the near future you will maybe see some in-game footage | |
| | | Psykocyber Alive
Number of posts : 1 Registration date : 2007-10-07
| Subject: Re: Time to code Sun Oct 07, 2007 3:12 pm | |
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| | | The Sickness Admin
Number of posts : 57 Age : 32 Localisation : Louisiana Registration date : 2007-08-29
| Subject: Re: Time to code Sun Oct 07, 2007 9:41 pm | |
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| | | ShawnMattCraw Alive
Number of posts : 1 Registration date : 2007-11-22
| Subject: Re: Time to code Thu Nov 22, 2007 12:49 am | |
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| | | crasherbuu Zombie Slayer
Number of posts : 39 Age : 31 Localisation : Buried Interests : Gaming Job : None Registration date : 2007-07-02
| Subject: Re: Time to code Thu Dec 13, 2007 11:53 pm | |
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| | | kendradil Bitten
Number of posts : 28 Age : 34 Localisation : The Netherlands Interests : Games, Movies, Zombies.. Job : Student Registration date : 2008-08-28
| Subject: Re: Time to code Sat Aug 30, 2008 2:25 pm | |
| I don't think that's a good idea... Torque engine can only hold up less than 32 people in a MMO.. I've tried it, but it's not a good engine for a MMORPG. Why not trying Esenthel? It can stream worlds and it's great to customize | |
| | | The Sickness Admin
Number of posts : 57 Age : 32 Localisation : Louisiana Registration date : 2007-08-29
| Subject: Re: Time to code Sun Aug 31, 2008 12:26 am | |
| Hmm never heard of it, do you have a link? | |
| | | kendradil Bitten
Number of posts : 28 Age : 34 Localisation : The Netherlands Interests : Games, Movies, Zombies.. Job : Student Registration date : 2008-08-28
| Subject: Re: Time to code Sun Aug 31, 2008 12:25 pm | |
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| | | Vergill Bitten
Number of posts : 35 Age : 28 Localisation : Seattle WA Interests : Wanna test the game Job : Still in school Registration date : 2008-03-20
| Subject: Re: Time to code Mon Sep 01, 2008 3:22 am | |
| Thing I'm worried i if it can fit on many peoples computers, I have 2006 vista and I don't use my money for gaming comp soo the pics look nice but what are the rquirements for a average game with this engine? Edit:NVM I don't like it personally, the graphics look nice at all but I'm looking at the models etc at the screenshot section and let me tell yah they don't like so pretty | |
| | | kendradil Bitten
Number of posts : 28 Age : 34 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... Engine TOrque: - Code:
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3D Toolset 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... GeoTerrain 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. Learn 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... TorqueNet 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... Doorway 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... Puppeteer 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... Source Included 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... Torquescript 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... CodeOnce 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... Audience Compatibility 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... Helpful Resources 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... Esenthel Engine: - Code:
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Game Engine 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: static doors items characters
Animation System skeletal keyframed (target orientation, relative rotation, position offset) multiple animation blending intelligent camera distance based facial animation support events highly compatible (one animation works on all meshes with similar skeletons) creating animations in Mesh Editor tool importing animations from external formats
Camera custom cameras (including Fpp, Tpp, Isometric, Static) camera effects - quake, dizzyness automatic frustum culling
Geometry calculating surface area, volume, distance between, multiple transform operations (moving, rotating, scaling, transforming by matrix), basic collision detection, drawing of: plane point (2d/3d) edge (2d/3d) triangle (2d/3d) quad (2d/3d) rectangle box oriented box circle sphere capsule tube torus cone pyramid
Graphics color rgb, hsb (hue, saturation, brightness), opacity, inverse, adding, lerping screen color transformations gamma calibration 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 screenshot taking 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
GUI 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) message boxes skin changing
Input keyboard, mouse, joypads detecting key states, key pushes, key releases, key double clicks, and key combos mouse rectangle clipping, driver disabling, hardware pointer
IO 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)
Mathematics 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)
Mesh 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
Memory 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
Miscellaneous game config file support cpu detection (mmx, 3dnow, sse, sse2, sse3, number of cores) state manager 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 data de/compression sorting custom structures with custom comparing function
Network downloading file from url address UDP socket based peer-to-peer connection
Physics rigid body collision detection rag dolls character controllers vehicles 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
Shaders flat, normal, parallax, relief bump mapping light blooming glow hdr + eye adaptation motion blur depth of field per pixel lighting stencil shadows shadow mapping hardware shadow mapping soft shadows volumetric lighting volumetric clouds ambient occlusion sub-surface scattering early z soft particles markers grass fire water fur fog sun sky
Sound 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
Textures 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
Threading process management simplified threading 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,. | |
| | | Vergill Bitten
Number of posts : 35 Age : 28 Localisation : Seattle WA Interests : Wanna test the game Job : Still in school Registration date : 2008-03-20
| Subject: Re: Time to code Tue Sep 02, 2008 2:09 am | |
| I know I just said I don't like the models lol | |
| | | kendradil Bitten
Number of posts : 28 Age : 34 Localisation : The Netherlands Interests : Games, Movies, Zombies.. Job : Student Registration date : 2008-08-28
| Subject: Re: Time to code Tue Sep 02, 2008 5:13 pm | |
| ok ;P, and a windows Vists 2006 can run this engine with ease | |
| | | The Sickness Admin
Number of posts : 57 Age : 32 Localisation : Louisiana Registration date : 2007-08-29
| Subject: Re: Time to code Wed Sep 03, 2008 5:22 am | |
| I am so using this to make a remake of the arcade shooter Carnivores | |
| | | kendradil Bitten
Number of posts : 28 Age : 34 Localisation : The Netherlands Interests : Games, Movies, Zombies.. Job : Student Registration date : 2008-08-28
| Subject: Re: Time to code Wed Sep 03, 2008 3:48 pm | |
| Lovely | |
| | | suuny Alive
Number of posts : 8 Registration date : 2009-10-22
| Subject: Re: Time to code Thu Oct 22, 2009 9:58 am | |
| How do you to relax your free time ?Mostly i like to play game .i have played wow for two years ,firstly i dont know how to power my lvl quivkly and aslo dont know where to buy the item i like ,then ,introduced by one game friend i know www.upgold.net . The wow gold is very cheaper and can trade safe and fast,as i am the new customer i also get 3%bonus when i order 1000G.so if you aslo a player like me ,you can have a look at www.upgold.net you will get more benefit use little money. | |
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