mastercpj
12-19-2007, 05:30 PM
HEy guys..
here is a great oppertunity...we can make games from our self..i mean 3d games ...like hitman..nfs..and many more..
all you have to do is create some 3d models(or u can dowload 3d models from the net) and write some simple codes to this engine.its called torque engine.there are many many more 3d engines..we`ll discuss about them later..try this out..leave a comment ..so we can discuss about this k...
LETS MAKE A SINHALA CYBER SPACE
The Torque Game Engine (TGE) is a fully featured AAA game engine with award winning multi-player network code, seamless indoor/outdoor rendering engines, state of the art skeletal animation, drag and drop GUI creation, a built in world editor, and a C-like scripting language. Unlike most commercial game engines, as part of the low cost license, you receive all C++ source code to the engine, so you can make any additions you need for your game. Author GarageGames
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS Programming Language C/C++ Status Productive/Stable Documentation Yes
Features
General Features Object-Oriented Design, Save/Load System, Other: • Multi-Platform and a journaling and Integrated hierarchical profiler • Efficient memory manager with extensive debugging features; Resource Manager and a File/Stream IO • Unicode international strings support
Scripting • C++ like syntax • Local and Remote Debugging • Bytecode-compiled
Built-in Editors • World Editor allows you to manage terrain generation and object placement as well as Construct, place, size, scale and rotate objects visually • Terrain Editor, Terrain Generator, and GUI Editor.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: • Built-in physics engine
Lighting Per-vertex, Lightmapping: • Animated lightmaps • Control lighting via World Editor • Vertex and multi-pass lighting
Shadows Projected planar, Shadow Volume: • Projected object shadows (clipped against the environment)
Texturing Basic, Multi-texturing, Mipmapping: • Multi-pass texturing with detail and decal support
Scene Management Portals, Occlusion Culling, LOD: • Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor • Spatial Database • Quark and WorldCraft converter and lighting • Support for Cartography Shop and almost all .map-compatible brush editors
Animation Inverse Kinematics, Skeletal Animation, Animation Blending: • Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation • Mesh vertex deformation and multi-bone mesh skeletal animation • Simple interface to multi-sequence animation manager
Meshes Mesh Loading, Skinning, Progressive, Tessellation: • Continuous level of detail based on a progressive mesh algorithm • Damage and collision detail level • Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog: • Integrated particle system with scripting engine. • Supports texture and scale animation as well as particle generators which can emit multiple particle types at once • Layered volumetric fog • A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures
Terrain Rendering, CLOD: • Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping • Dynamically generated blend tiles and Altitude based fog banks • Seamless integration with the interior engine
Networking System Client-Server: • Award winning client/server architecture, which uses UDP and TCP • Bit level stream, message, and string packing • Uses the optimal Notified Delivery Protocol • Packet stream and Object ghost manager with partial object updates
Sound & Video 2D Sound, 3D Sound, Streaming Sound: • SFX/Music driver using OpenAL • 3D sound support; panning, volume, doppler, cones • Multi-channel prioritized SFX manager • Built-in Theora video codec playback
Artificial Intelligence Finite State Machines, Scripted: • Highly customizable through TorqueScript
Rendering Fixed-function, Render-to-Texture, Fonts, GUI: • True spherical distance fogging (for terrain, buildings) • Spherical distance clipping (for terrain, buildings)
here is a great oppertunity...we can make games from our self..i mean 3d games ...like hitman..nfs..and many more..
all you have to do is create some 3d models(or u can dowload 3d models from the net) and write some simple codes to this engine.its called torque engine.there are many many more 3d engines..we`ll discuss about them later..try this out..leave a comment ..so we can discuss about this k...
LETS MAKE A SINHALA CYBER SPACE
The Torque Game Engine (TGE) is a fully featured AAA game engine with award winning multi-player network code, seamless indoor/outdoor rendering engines, state of the art skeletal animation, drag and drop GUI creation, a built in world editor, and a C-like scripting language. Unlike most commercial game engines, as part of the low cost license, you receive all C++ source code to the engine, so you can make any additions you need for your game. Author GarageGames
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS Programming Language C/C++ Status Productive/Stable Documentation Yes
Features
General Features Object-Oriented Design, Save/Load System, Other: • Multi-Platform and a journaling and Integrated hierarchical profiler • Efficient memory manager with extensive debugging features; Resource Manager and a File/Stream IO • Unicode international strings support
Scripting • C++ like syntax • Local and Remote Debugging • Bytecode-compiled
Built-in Editors • World Editor allows you to manage terrain generation and object placement as well as Construct, place, size, scale and rotate objects visually • Terrain Editor, Terrain Generator, and GUI Editor.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: • Built-in physics engine
Lighting Per-vertex, Lightmapping: • Animated lightmaps • Control lighting via World Editor • Vertex and multi-pass lighting
Shadows Projected planar, Shadow Volume: • Projected object shadows (clipped against the environment)
Texturing Basic, Multi-texturing, Mipmapping: • Multi-pass texturing with detail and decal support
Scene Management Portals, Occlusion Culling, LOD: • Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor • Spatial Database • Quark and WorldCraft converter and lighting • Support for Cartography Shop and almost all .map-compatible brush editors
Animation Inverse Kinematics, Skeletal Animation, Animation Blending: • Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation • Mesh vertex deformation and multi-bone mesh skeletal animation • Simple interface to multi-sequence animation manager
Meshes Mesh Loading, Skinning, Progressive, Tessellation: • Continuous level of detail based on a progressive mesh algorithm • Damage and collision detail level • Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog: • Integrated particle system with scripting engine. • Supports texture and scale animation as well as particle generators which can emit multiple particle types at once • Layered volumetric fog • A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures
Terrain Rendering, CLOD: • Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping • Dynamically generated blend tiles and Altitude based fog banks • Seamless integration with the interior engine
Networking System Client-Server: • Award winning client/server architecture, which uses UDP and TCP • Bit level stream, message, and string packing • Uses the optimal Notified Delivery Protocol • Packet stream and Object ghost manager with partial object updates
Sound & Video 2D Sound, 3D Sound, Streaming Sound: • SFX/Music driver using OpenAL • 3D sound support; panning, volume, doppler, cones • Multi-channel prioritized SFX manager • Built-in Theora video codec playback
Artificial Intelligence Finite State Machines, Scripted: • Highly customizable through TorqueScript
Rendering Fixed-function, Render-to-Texture, Fonts, GUI: • True spherical distance fogging (for terrain, buildings) • Spherical distance clipping (for terrain, buildings)