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View Full Version : [ot] C++, TGE/A engine ... anyone used before ?



Kozmos
12-10-08, 22:24
Hi all, just wondering if anyone here has experience with C+, Torque TGE/TSE/TGEA Engine coding and/or scripting or can model with max or milkshape etc and might be interested in making a team, pooling resources and skills together and work on a portfolio project ?

StevenJ
12-10-08, 22:52
There's a guy named Deno on the forum, and he's been playing with 3D modelling in milkshape with a viewpoint to learning that over the past year or so. It may be worth sending him a PM, as he isn't around NC much nowadays :) If I see him on msn, I'll point him at this thread

Kozmos
12-10-08, 23:08
There's a guy named Deno on the forum, and he's been playing with 3D modelling in milkshape with a viewpoint to learning that over the past year or so. It may be worth sending him a PM, as he isn't around NC much nowadays :) If I see him on msn, I'll point him at this thread

Cool thanks.

Ive had the tgea engine, indie license for a while now and have been lookin to see if theres anyone out there interested in game design/coding etc, im more oriented towards the art side of things personally, having a fair bit of experience with cad i feel more comfortable with making art assets such as dif buildings, interiors and worlds etc, and slowly learning torques scriptings along the way.
Torque's recent release of tgea utilises shader 2.0, dx9, normal/parallax mapping etc, and seamless worlds, 'atlas' mapping so for a fairly cheap engine, its really quite versatile, and has the built in basic net code for fps style servers like battlefield etc, and a few persistent world mmo's have been made aswell with it.

silent000
12-10-08, 23:36
I have a good knowledge of C++, C#, VB.net (Steven can vouch for me on this one ;) ) and have a little knowledge on the engine you want to work with, but unfortunately i'm not around much no more, on the PC about 30 mins a day apart from when i'm dry on diesel... :(

Give me a PM if your in any need of some help but like I said don't rely on me for anything :)

kane
14-10-08, 02:15
I got the licenses but just never bothered to spend much time with them. There great engines just need to spend more time coding in them.

Rambus
17-10-08, 18:33
TGE/TSE/TGEA is a awful engine to modify. if you are looking to do a 'portfolio piece' with torque do it within the realm of torque script. If you are looking for a good, cheap, modern alternative to the mess that is Torque and don't mind loosing the pre-built networking features you might want to look into the Ogre3D based engine, http://www.neoaxisgroup.com/.

Inlined some demo screen shots
(Note these shots are part of the downloadable 'demo' program)

Some PP effects
http://www.neoaxisgroup.com/files/tankdemo02.jpg

Built in RTS framework
http://www.neoaxisgroup.com/files/rtsdemo02.jpg

An actual project using NeoAxis
http://www.neoaxisgroup.com/files/codex_production_game_project_03.jpg

There are tons more on the website.

kane
17-10-08, 18:39
lol last screenshot looks like someone redoing hellgate london right :P

Mighty Max
17-10-08, 20:02
It really depends what you want to show in your portfolio.
To show your coding abilities, all those engines are pretty awfull imho, as it is difficult to tell from the results which parts are your very own work and which are other ppl's work.
I'd rather suggest to create a small well documented work where you specialize(d) in, which shows clearly what your future employer can expect from you.

If it is for mapping, modelling, pixelartistic, music composing, sfx or else. Your work in such project might be handy to see how they work in context. But even then i think this "in action"-Piece should only be a plus to the actual designed assets.