Author Topic: Are We Still Using That Old Engine?  (Read 6704 times)

I was just wondering if we are still using that very old torque engine?


I don't recall, is this engine newer than v0002/RTB 1, or is it the same?

I don't recall, is this engine newer than v0002/RTB 1, or is it the same?
It's the same as both of those, and AoT as well.

It's the same as both of those, and AoT as well.
I wonder what AoT would look like with shaders if they were able to be used with terrains and interiors

AoT is using something different, I believe. I remember seeing a different price for AoT's engine.

AoT is using something different, I believe. I remember seeing a different price for AoT's engine.
It's the exact same engine. But Badspot started work on Blockland in 2001, with a different state of mind. AoT was very stufftily made, which is why it seems a lot older. (also because it is.)
Same engine.

It's the same engine but greatly modified to work with Blockland. It's the same Torque, but Badspot put so much work into it that it's pretty much it's own unique engine

Blockland Engine gogo.

Are there still many possibilities we can make with this old engine?

Are there still many possibilities we can make with this old engine?

That is a loaded question, and a poorly phrased one at that.
Not sure what you are trying to ask but I can direct you to the "add-ons" subforum if you want to see the "possibilities".
« Last Edit: July 22, 2013, 05:16:28 PM by Nexus »

That is a loaded question, and a poorly phrased one at that.
Not sure what you are trying to ask but I can direct you to the "add-ons" subforum if you want to see the "possibilities".
He wants to know how much more this engine can do, like Badspot was able to remove interiors, terrain and replace them with real time shadows and shaders, but what more new things can be brought in, that's what he's asking if i'm not mistaken

When i asked a similar question in some other topic, i was told that there's a lot more that can be done, which is why the terrains and interiors were removed, not just to add in shadows and shaders, or something like that

I'm honestly very impressed with badspot's work on blockland

We are still using the same engine.

We could update it, but there are two reasons why we haven't.
1.  Like Dillpickle said, it's been modified so much, it's basically its own engine.
2.  Updating it from Torque to Torque3D would be like changing it to Java or HTML.  It would take WAY too long.

Well then thats too bad because AFAIK this engine has MANY limitations, modified or not. For example, you can only render a very limited amount of lights at a time so when you have multiple lights only a few of the closest ones are rendered. There are many other limitations but I'm not going to make a list.

It's time to move on, Badspot, though I understand that you may have lots of work to do, you should at least start working on making your own engine from scratch or porting it to some other engine (there are many, Torque 3D, Frostbite, CryEngine, Unreal, etc.) but this engine is old so at least make it a side-project or hire someone.

By the way, isn't torque 3D also a bit old?
« Last Edit: July 22, 2013, 07:33:30 PM by coolitic »

It's time to move on, Badspot, though I understand that you may have lots of work to do, you should at least start working on making your own engine from scratch or porting it to some other engine (there are many, Frostbite, CryEngine, Unreal, etc.) but this engine is old so at least make it a side-project or hire someone.
There is no need for a new engine. That would be a monstrous amount of work.