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Shatter
06-13-2005, 03:40 AM
Post: #17
RE: Shatter
I\'m kindof the gameplay dynamics guy here, so I think a lot of this falls into my territory.

The current Torque set up would not allow for something like that. Buildings use traditional BSP .maps, similar to quake and Half-Life maps. These .maps are designed to render fast, collide fast, and most of all, remain static. However, Torque is very easy to change.

It would require a rewrite of all of the interior rendering and collision code, as well as possibly changing its position in the engine hierarchy. In the process I would also have to open it up to some kind of hitbox system so we could have locational damage.

So, can TTR have it? Yes. Will TTR have it? Not any time soon I\'m afraid. The interior code represents 19 files and well over 20,000 lines of code, making it roughly a 10x larger project than the one I\'m currently tackling. Most hitbox implementations add another 1,000 lines to that, and, of course, in the wrong place of the engine hierarchy. It is not a particularly inviting prospect.
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Messages In This Thread
Shatter - nme - 04-17-2005, 12:51 AM
RE: Shatter - Smithcraft - 04-17-2005, 12:59 AM
RE: Shatter - =D.C.L.I=Everest - 04-17-2005, 01:06 AM
RE: Shatter - Smithcraft - 04-17-2005, 02:56 AM
RE: Shatter - tomcat ha - 04-17-2005, 05:18 AM
RE: Shatter - delerium10101 - 04-17-2005, 07:51 AM
RE: Shatter - Reno - 04-17-2005, 09:58 AM
RE: Shatter - joeb - 04-17-2005, 08:48 PM
RE: RE: Shatter - djs - 04-18-2005, 04:56 AM
RE: Shatter - Reno - 04-17-2005, 11:01 PM
RE: Shatter - =D.C.L.I=Everest - 04-17-2005, 11:44 PM
RE: Shatter - Reno - 04-18-2005, 12:18 AM
RE: RE: Shatter - joeb - 04-18-2005, 01:37 AM
RE: Shatter - [JR] - 06-08-2005, 02:50 AM
RE: Shatter - Delirium_ - 06-08-2005, 03:43 AM
RE: Shatter - Big-Al - 06-11-2005, 04:32 PM
RE: Shatter - delerium10101 - 06-13-2005 03:40 AM
RE: Shatter - tomcat ha - 06-13-2005, 03:47 AM
RE: Shatter - delerium10101 - 06-13-2005, 08:39 AM

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