Author
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I have info for a NEW GRAPHICS ENGINE
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Joined: Jan 19, 2003
Posts: 821
2004-02-14
19:56 |
The tribes engine, torque, by garage
games(www.garagegames.com)
$100
Now supports exporting/importing to a very nice, and very FREE 3d
program that ive used for years called Blender (www.blender3d.com)
just thought youd like to know.
_________________

[ This Message was edited by: Zehr on
2004-02-14 19:56 ]
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2004-02-14
21:44 |
Guess what? It's not news! Not even to
Slurpy!!
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San Francisco
Joined: Feb 07, 2002
Posts: 1859
2004-02-14
21:54 |
Yes. I know. Very nice.
I've evaluated using the torque engine (or any other full fledged game
engine). The short answer is: It'd be great to use it, but if I do,
it's a complete re-write of the game. Even with the engine that is
there, it will take a long time to reimplement what Wulfram is today.
Yes many technical things would be better, and yet -- these things
don't come without their tax on time.
If it's a completel re-write, there are a bunch of questions that I
need to answer (for myself). Such as, if I'm going implement a whole
new version completely from scratch, would I implement something
exactly like Wulfram? If not, what would the changes be? Would (or
should) the game actually be Wulfram? Should I try to do something
similar but unrestrictively different?
Given that I've got a tough daytime job, am I going to be able to
implement a whole new game with this engine? Regardless if it's a
reimplementation, or a different beast alltogether -- it will be a big
project.
Granted, yes, there is a game engine that we can use. Anyone can
actually use it. It's just $100 -- so anyone can go for it. I'm not
stopping anyone from doing that. Well -- except you can't use the
Wulfram intellectual property without my consent. There are a bunch of
projects around that are trying to use the Torque engine, and some are
quite far along.
Let's say I was able to dedicate myself completeley for game
development, I might consider learning the engine well enough that I'd
consider myself an expert in it, and I'd use it and probably make a
Wulfram-like game (possibly).
But that's not the case. I have to choose my fights, and this isn't
something I can do just on the weekends. It's not realistic. I wish it
where, but it's not.
So instead, I'm going to try to do some hopefully significant
improvements to the game without such drastic measures, and perhaps
with such changes, I'll be able to solicity more financial support from
a larger user base. Perhaps that will enable me to quit my daytime job,
and throw myself at game development.
It's a longshot, but hey -- everyone has their dreams. Ultimately, I'm
not willing to 'throw caution into the wind' when it comes to my
personal financial well being. I've done that before, and I lost a lot
of time and money doing it.
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2004-02-15
05:10 |
People are here playing Wulfram, i
wouldnt want to see a wulfram-like game. thats not what i enjoy playing
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Joined: Oct 13, 2002
Posts: 29
2004-02-15
05:48 |
I kinda like the idea that you can
still play the game with a 133mhz processor and 32MB RAM. This
cunundrum reminds me of Army Men for the playstation. The original
struck that mystic balance in gameplay and me and my brother still play
it to this day. Since then there have been about a half a dozen sequels
to Army Men with "improvements". They all stink and not one came close
to what keeps me playing the original game.
_________________
No... I'm serious! Who let the dogs out!?
*WOOF* *WOOF* *WOOF*
-Canine Patrol-
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2004-02-15
06:04 |
I think army men II was my favourite,
slightly different interface that I liked a bit better.
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AoW
Joined: May 04, 2003
Posts: 54
2004-02-15
07:17 |
Slurpy wrote on 2004-02-14 21:54:
thanks for the info
i hope plenty of ppl read the full post
as for my 2cents... well i agree to avoid a complete rewrite. the depth
of the project would be too much for slurpy to do alone with his other
commitments,
anyway, he might decide to take missiles out of the new version
_________________

[ This Message was edited by: tatsujin on
2004-02-15 07:18 ]
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Joined: Jan 19, 2003
Posts: 821
2004-02-15
09:58 |
I know you evaluated it, what
interested ME was this article
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GarageGames announced today the availability of
an exporter tool that allows Blender, the Open Source 3D content
creation suite, to be used with GarageGames' flagship Torque Game
Engine (TGE) technology. TGE and the Blender exporter run on the Mac OS
X, Linux and Windows platforms. |
I have used blender for years, its a great, and free program. Thats
what sparked my re-interest in the new engine.
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Joined: Apr 10, 2003
Posts: 88
2004-02-15
13:06
Supporter
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*wonders how many bugs in the game are
caused by Slurpy's spelling mistakes*

ontopic: Slurpy, I read your whole post..and i understand your
reasons...but please tell me, wouldn't it be a great way to just
overlook the whole script and filter it from bugs and little mistakes?
I mean, then you hit to birds with the same stone! And improvement (the
new engine thing), and the fact that you can say that you filtered the
script and took out some bugs (so you also refreshed it all...)...
I know this would take time, and cost money...but maybe if you actually
make a donation drive just for that one cause,
so that the people know
what actually happens with their money, where it goes to etc.....then
more people feel like donating, because now its a little vague where
the money goes
-Twinsangel
[ This Message was edited by: SevenOffLine
on 2004-02-15 13:11 ]
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2004-02-15
13:18 |
Twin 0o long time no see
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Joined: Mar 23, 2002
Posts: 4679
2004-02-15
13:21 |
Obviously, just skimming through the
code to find the bugs won't work... or else there'd never be bugs in
any software anywhere!
What an incredbly... bah.
[ This Message was edited by:
OcculoDignatio on 2004-02-15 13:25 ]
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Joined: Apr 10, 2003
Posts: 88
2004-02-15
13:32
Supporter
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im not talking about just skimming
thru the code...im talking bout just rewriting it al, watching every
detail...(since Slurpy explained it was a total new way of coding....)
makes a difference...
anyway, im off to bed..night all
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2004-02-15
14:03 |
A request made by someone obviously
ignorant of exactly what they're suggesting.
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2004-02-15
15:27 |
Allright, seven, go to yahoo. Right
click. Go down to "View Source". Try to look through and understand
everything, without missing a detail, now look for bugs in it.
Now take something 100's of times larger. Case rested.
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USA
Joined: Feb 10, 2002
Posts: 408
2004-02-15
19:33 |
Actually, chances are that there are
no or very few bugs caused by typos.
If there were a typographical error, the game would not compile, let
alone run. Most bugs experienced by users are those which are flaws or
omissions in the design of the program, not errors in the program
itself.
BTW, Slurpy, how much of the code is in assembler? Or is it all C?
[ This Message was edited by: orang55 on
2004-02-15 19:36 ]
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