Author Topic: Your dream addons or additons to the game.  (Read 6802 times)

Blockland on one of these engines-

Unreal Engine

CryEngine 3

Frostbite 2 Engine(no tools released for the modders, lol.)


Build-able vehicles.
Though, this would require Blockland to run off of a Lua based coding language, as Torque would barely allow it.
um

what are you talking about torque could do this just fine

and why Lua specifically?


I'd like collision layering that can be buggered with in TS code.

What I want most is for bricks to cast shadows onto the terrain/interiors/other bricks. Builds would look a million times better.

What I want most is for bricks to cast shadows onto the terrain/interiors/other bricks. Builds would look a million times better.
I'm always curious what Badspot is working on. I think if the engine was tweaked to allow for antialiasing, dynamic shadows, and higher quality textures it would appeal to an older audience more.

Not to sound ungrateful, I paid my $80 $20 a few years ago, but I expected that kind of stuff to be out ages ago.
« Last Edit: January 30, 2012, 07:51:36 PM by CityRPG »

Realistic lighting. Bricks cast shadows. It would be cool to go from broad day light to a dark cave built by bricks.
That would be very cool.


That would be very cool.
Only way we can do that is with anti-lights.


Quite like minecraft, don't you think so?
because minecraft invented shadows...

Realistic shadows,
Accurate water, vehicle and player physics,
Mic chat,
64 bit support,
Slopes terrain error fix,
fluid day and night rotation map

Just about sums it up...
« Last Edit: January 31, 2012, 01:23:24 AM by SWAT One »

Accurate water
Never going to happen. Torque's water is a joke.

anti-aliasing
fluid day and night rotation map

Ambient occlusion and light shafts please, never going to happen though since this engine is old.

Just wanted to add this to the list: support for multithreading. Even 8-year old Pentium IV CPUs will benefit from this. Also, if the memory limit for an application is defined per thread rather than per executeable this would solve the memory issues, too.