Author Topic: v22 really soon?  (Read 8998 times)

And with Torque3d you expect more gamemodes?
I don't think he ever spoke specifically of Torque3D or any torque engine, maybe that's what he was thinking of but he could've been thinking something like the CryEngine. (Lol imagine the performance for a game like Blockland)

I don't think he ever spoke specifically of Torque3D or any torque engine, maybe that's what he was thinking of but he could've been thinking something like the CryEngine. (Lol imagine the performance for a game like Blockland)

forget Torque. I don't want torque at all. This engine blows. I want this game to be built on a better engine. Torque feels way too outdated to me.

And no, not really. I don't think there'd be more gamemodes at all, but I'm sure as hell convinced that they'd be a lot better with all the possibilities programmers would have to screw around with a new engine that was more flexible.

Lol yeah, CryEngine would be a sight to see for a game like Blockland.

forget Torque. I don't want torque at all. This engine blows. I want this game to be built on a better engine. Torque feels way too outdated to me.

And no, not really. I don't think there'd be more gamemodes at all, but I'm sure as hell convinced that they'd be a lot better with all the possibilities programmers would have to screw around with a new engine that was more flexible.

Lol yeah, CryEngine would be a sight to see for a game like Blockland.
I remember asking around though and the many limits that we have are from packets/Internet related. The vehicle limit, brick limit, are all Internet related. I don't know for sure how packets work, wether or not you can just make the packets bigger etc. The other things such as physics (vehicle, bricks and also players, - although bricks have pretty nice physics) are engine related I believe. The one thing I wish would be improved for brick physics is that if you blow up a building or something on the bottom part the rest of the top that doesn't have support should fall like getting fakekilled.


Lol yeah, CryEngine would be a sight to see for a game like Blockland.
I'd like to see the Source engine.

not this dumb bullstuff again
I'm not going to update the loving engine ok?  What the hell is wrong with you people. 
An Unreal Engine 2 license costs $350,000 + 3% royalties. 
The price of Unreal Engine 3 is not openly advertised, which means if you have to ask, you can't afford it.  From what I've heard it's north of 800k.  Source engine licensing is comparable. 
Did you link to the wrong video?  Cause all I see there is maybe 200 physics objects that glitch out and disappear when too many of them are disturbed at the same time. 

The problem here is that you guys don't understand what a game engine provides for you.  There is no game engine that will be super fast at rendering 100,000+ discrete objects out of the box.  You cannot simply fire up source or crysis, stack up a million boxes and go to town (those crysis videos that are all over youtube are pre-rendered).  If you want to do something unusual like that, you're going to have to write your own renderer and you're going to have to cut corners on the simulation.  There is no general purpose "have a million of everything" engine.

Cutting edge engines like crysis, source, unreal 3, and id tech 5 cost upwards of a million dollars (still way cheaper than developing your own engine) and even if you have the money (I don't) they won't license to everyone because they only want to associate and give tech support to AAA titles that have a reasonable chance of success.  Second tier engines like Unreal 2 or doom III cost in the $250,000 range (I don't have that much money either). 


I need an engine that is priced and designed to be used by a single person or small team.  Here are the possiblities:  Torque, TGEA, Ogre, Blitz, flash/shockwave, crystal space, C4, unity, Sauerbraten/Cube 2, Quake III GPL, DIY.  (Sauerbraten, TGEA, and unity did not exist at the time I started Blockland)

Of those, Sauerbraten is the only one that could possibly provide a graphical advantage out of the box because of it's unique rendering paradigm.  BUT.  There are glitches in the rendering system that look quite difficult to solve and may be systemic.  There is no scripting system.  The networking sucks and would have to be replaced completely with something like TNL.  I've talked about it with kompressor and we concluded that it would be easier to port the sauerbraten rendering over to torque. 

I picked torque because it's the only one with a good scripting integration and robust networking that works well with low bandwidth.  It also runs well on low end hardware and can be ported to the mac, appealing to the widest audience possible.

The most important thing about making a game is having it work.  Jumping around from one engine to another chasing after the latest features is a sure fire way to fail (are you reading this George Broussard?). 
[...] not possible without engine modification and I'm not going to do it.
take a hint forgeters

not this dumb bullstuff againtake a hint forgeters


>runs well on low-end hardware


That was the biggest joke I've ever heard.

Anyway, it's not like any of us ever expected an engine change. One can always hope, you know? lol

Besides, with all the keys that Badspot sells, you think he'd have enough for a second-tier engine by now, but the man still has to support himself, so I guess we're never getting a new engine. lol

>runs well on low-end hardware
i used to play with an integrated intel GPU from 2003
if your computer can't run blockland, it's probably because you don't know how to optimize

I wonder what could be coming out, either way I am excited.
I was just asking some people though if every year a new version comes out, they all said not every year, is this true?

I have to know, is English your second, third language?
I have to know, are you an starfish or an idiot?


>runs well on low-end hardware


That was the biggest joke I've ever heard.


last time i checked blockland does in fact run very well on low end computers
yes the shaders may be demanding
but guess what
YOU DON'T HAVE TO USE THEM
and yes your grandma's PC may not be able to handle 250,000 bricks
but guess what
no game can magically make a low end computer run at 500 FPS with that many objects

last time i checked blockland does in fact run very well on low end computers
yes the shaders may be demanding
but guess what
YOU DON'T HAVE TO USE THEM
and yes your grandma's PC may not be able to handle 250,000 bricks
but guess what
no game can magically make a low end computer run at 500 FPS with that many objects

I know, it's not like anyone is being forced to use them. The one great thing about Blockland is that you can do so many incredible things on here for such a small price. There are so many features and it's fantastic that you can do most things on lower-end computers as well.

last time i checked blockland does in fact run very well on low end computers
yes the shaders may be demanding
but guess what DON'T HAVE TO USE THEM
and yes your grandma's PC may not be able to handle 250,000 bricks
but guess what
no game can magically make a low end computer run at 500 FPS with that many objects
it's also worth noting that that quote was from 2008, when there weren't even brick physics yet, let alone anything close to shaders

stuff, I never realized that we have had v21 for over a year now. Woww

you guys realized we no longer use the old "v#" system right

you guys realized we no longer use the old "v#" system right
If it were a giant update like SS, it would probably be v22.