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Original Post: http://www.wulfram.com/viewtopic.php?topic=26518&forum=1&27

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I have info for a NEW GRAPHICS ENGINE
Zehr

Joined: Jan 19, 2003
Posts: 821

posted at2004-02-14 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.

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[ This Message was edited by: Zehr on 2004-02-14 19:56 ]
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OcculoDignatio
posted at2004-02-14 21:44
Guess what? It's not news! Not even to Slurpy!!
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Slurpy

San Francisco

Joined: Feb 07, 2002
Posts: 1859

posted at2004-02-14 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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butler_craig
posted at2004-02-15 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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Logician

Joined: Oct 13, 2002
Posts: 29

posted at2004-02-15 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.
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Tervuren
posted at2004-02-15 06:04
I think army men II was my favourite, slightly different interface that I liked a bit better.
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tatsujin

AoW

Joined: May 04, 2003
Posts: 54

posted at2004-02-15 07:17
Slurpy wrote on 2004-02-14 21:54:

Yes. I know. Very nice.



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

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[ This Message was edited by: tatsujin on 2004-02-15 07:18 ]
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Zehr

Joined: Jan 19, 2003
Posts: 821

posted at2004-02-15 09:58
I know you evaluated it, what interested ME was this article


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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SevenOffLine

Joined: Apr 10, 2003
Posts: 88

posted at2004-02-15 13:06
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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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Zehr
posted at2004-02-15 13:18
Twin 0o long time no see
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OcculoDignatio

Joined: Mar 23, 2002
Posts: 4679

posted at2004-02-15 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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SevenOffLine

Joined: Apr 10, 2003
Posts: 88

posted at2004-02-15 13:32
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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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OcculoDignatio
posted at2004-02-15 14:03
A request made by someone obviously ignorant of exactly what they're suggesting.
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Zehr
posted at2004-02-15 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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orang55

USA

Joined: Feb 10, 2002
Posts: 408

posted at2004-02-15 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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