Author Topic: Can Blockland's rendering engine be expanded?  (Read 4670 times)

Blockland is built off of TGE 1.2 or 1.3, Last version before they buggered off to do Torque 3D was 1.5.2

I'm really interested in this and I'm willing to go asfar as buying a torque license to "legally" handle this.

Lets say I compile a version with fixed lighting, mail it to Badspot and he checks it, even polish it, and finally implement it into his "default" Blockland in the next update... Wouldn't that work?

I'm really interested in this and I'm willing to go asfar as buying a torque license to "legally" handle this.

Lets say I compile a version with fixed lighting, mail it to Badspot and he checks it, even polish it, and finally implement it into his "default" Blockland in the next update... Wouldn't that work?
No. Badspot has made many changes to the game, including the brick rendering system and physics. You'd have to get his version from him. Which he won't give you. If you can't understand that then I doubt you possess anywhere near the required level of C++ knowledge to actually do it.

No. Badspot has made many changes to the game, including the brick rendering system and physics. You'd have to get his version from him. Which he won't give you. If you can't understand that then I doubt you possess anywhere near the required level of C++ knowledge to actually do it.
Im actually taking C++ classes next semester :P

I thought it was possible to get the source code from BL :P

Yeah you can't just go from "taking classes soon" to adding AO to a game engine.

I never said I could do it over night lol

Blockland 2: The Sequel, now with extreme HDR and 100x BLOOM.

-snip-


Because gamma adjustment doesn't exist.

Is it possible to simply add an option (appropriately hidden from morons with ancient computers) to override the draw distance limited to 1000 in advanced options and go by what the map is actually set to? I'm making a non-repeating map and want to be able to see all of it at once.


^ Yes please.
Also, being able to view more lights than 8 at the same time would be great; how about 32 or 64?

the graphics would upgrade, and yet you all would still be spawning cars and guns, and not building.

the graphics would upgrade, and yet you all would still be spawning cars and guns, and not building.


So damn true.

Isn't the BL engine outdated than the current version of Torque?
By 4 years.. If I remember correctly Torque Game Engine (TGE) is now abandonware and is freely available for download somewhere in the interwebs. After that came Torque Game Engine Advanced (TGEA) also no longer supported. Now the newest version is Torque 3D which can do about COD: Modern Warfare level of graphics and costs a measly 99 dollars.

the graphics would upgrade, and yet you all would still be spawning cars and guns, and not building.
But they would still look better. :cookieMonster:
By 4 years.. If I remember correctly Torque Game Engine (TGE) is now abandonware and is freely available for download somewhere in the interwebs. After that came Torque Game Engine Advanced (TGEA) also no longer supported. Now the newest version is Torque 3D which can do about COD: Modern Warfare level of graphics and costs a measly 99 dollars.
Yeah, and it probably has less stuffty collision detection. The main problem would be tranferring all the optimization that has been done under, well, 8 years.
« Last Edit: April 15, 2011, 05:20:28 PM by Pentium »

Well ROBLOX recently got ambient occlusion and what they do is they only make the ambient occlusion load up if your computer can run it. Although Badspot could go further in and add like a depth option of how much ambient occlusion you can set, or how much your computer can take in.


I say we focus on making the lights not suck, then leave it at that because we don't need ambient occlusion.