Author Topic: Blockland coded in C++  (Read 2363 times)

Why doesn't kompressor upgrade us to torque 3D aughauah
The source code of the engine was modified so much to make Blockland work that It is pretty much an unrecognizable engine by now. It would take forever to re add all of the custom functions and code like brick placing, .cs files would have to be coded different so pretty much every add-on out there would be useless. If they were to upgrade to Torque 3d it would take so much work they might as well upgrade to Unreal 3.

Name some and I will be able to piss on each.
I would say Unity but that's probably too easy (go for it anyways if you want). How about the Source engine? (I was looking online and there aren't really that many game engines as I thought there were Torque3D is in the list a lot which I didn't know either). Also what's the benefit of having a game engine and then a seperate rendering engine? Thanks!

I would say Unity but that's probably too easy
You can't create a proper keybind manager in unity because it tells you the wrong unity keycodes on non-us layouts, and it doesn't have a way to change it
There is no way to get the key map without an external dll either so the game can't be used for webplayer

rage

You can't create a proper keybind manager in unity because it tells you the wrong unity keycodes on non-us layouts, and it doesn't have a way to change it
There is no way to get the key map without an external dll either so the game can't be used for webplayer

rage
Are you serious? Man, that's really poor :S

You can't create a proper keybind manager in unity because it tells you the wrong unity keycodes on non-us layouts, and it doesn't have a way to change it
There is no way to get the key map without an external dll either so the game can't be used for webplayer

rage
Wait what that's handicapped? Just from that... I'm gonna go and say Badspot was pretty smart for picking Torque. At the time it was probably really good but now it seems outdated to us because graphics have changed and blah blah blah. If I ever pick an indie game engine ima probably just go with Badspot and pick a torque engine. My final note

Also what's the benefit of having a game engine and then a seperate rendering engine? Thanks!
The rendering engine is what shows the game, if you aren't sure about that yet.

Making a rendering engine isn't nearly as easy as you think, and I don't know enough about the subject to stress this as much as it probably should be stressed. It's much, much easier and will save you a lot more trouble to use libraries that are already functional with extensive documentation such as OpenGL and DirectX.

If I were more confident that it were true, I'd also say that graphics card drivers have to be made to support rendering engines. Sounds like something I pulled out of thin air, though, so I guess I'm really just asking or something by saying this.

I would say Unity but that's probably too easy (go for it anyways if you want). How about the Source engine? (I was looking online and there aren't really that many game engines as I thought there were Torque3D is in the list a lot which I didn't know either). Also what's the benefit of having a game engine and then a seperate rendering engine? Thanks!
Steam is one of the least mod-friendly engines around, next to those that don't allow modding at all. Modding for Source involves (1) installation of another plugin and (2) compilation of DLL libraries. Being able to modify a mod or make a new one by simply using notepad and nothing else is a perfect representation of modifiability in the Torque engine: it's easy, quick, vast, and customizable. There are so many things you can do extremely quickly in Torque that would take forever to do with Source.