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Thread: Torque Powered (now OpenSource)

  1. #11
    The Silent Photographer Zeph's Avatar
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    Re: Torque Powered (now OpenSource)

    lmgtfy


    From what I recall talking to people about Torque when Snaf was trying to do his thing, the engine was very barebones and required a lot of code from scratch to manipulate a simple game object. I seem to recall you in particular talking about what a pain it was to try and organize AI to behave more like a military unit. Was that not because they didn't take the time to organize enums/structs and pure virtual functions you can initialize to work with?

    If Torque's source had that, then I greatly misunderstood people's problems with that engine.
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  2. #12
    Kid in the Hall Kornman00's Avatar
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    Re: Torque Powered (now OpenSource)

    The engine isn't tailored to any one type of game, though the stock T3D product came with some example projects for FPS-types and I think a racing one as well. They also sell various asset packs, including genre packs: http://www.garagegames.com/products/browse/genrekits.

    Torque is kinda like Unreal as I understand it, where you can work with the engine without actually touching any of the C++ code, as it comes with its proprietary scripting language (that fucking uses the .cs extension). Objects support dynamic properties so you don't need access to the C++ code to create custom game objects. Though I wouldn't make an entire game just through scripts and the stock engine.

    IMHO, the engine is rather amateur. Yes, they have a capable GFX engine, but the codebase is piss poor in the organization department (with so many different actual engines, that work off the same core, they would be better off doing a similar framework setup as Havok uses for their array of libraries). Times and tech have changed, but the engine really hasn't.

    The code itself is also very bloated. A lot of debug data is still compiled in release builds. If your game isn't meant to be modded post-ship, they should have a *real* shipping build config which doesn't retain the hundreds of Console::warnf or whatever, etc calls and __FILE__/__LINE__ expansions (the engine also uses RTTI). Back in 2010 or so I actually went through and implemented a C macro system for easily turning such information off by various #defines. However, since they just shat down .exes that installed the source code and tools I didn't want to fuck with trying to merge their changes in with my, dare I say fixes, on every new release. So I gave up the effort. At least now they'll be able to more easily accept patches and others will be more easily able to version control when shit rolls down the GG leg.

    I actually did a data structure analysis back in March. Before my mind was blown and I said 'fuck this' I had a debug log dumping on startup
    Code:
    Build Config: release
    
    8    WeakRefBase
    C    StrongRefBase
    14    EngineObject
    14    ConsoleObject
    6C    SimObject
    
    8C    NetObject
    2C0    SceneObject
    18    ProcessObject
    2D4    GameBase
    860    ShapeBase
    B74    Player
    2788    Vehicle
    2AA4    WheeledVehicle
    
    70    SimDataBlock
    90    GameBaseData
    1E8    ShapeBaseData
    3C90    PlayerData
    2E4    VehicleData
    5D4    WheeledVehicleData
    All sizes to the left are in hexadecimal. Notice how large the definition (think a .biped tag) for *single* Player is. That's 15,504 bytes, not including any data like strings or lists that are allocated by the object. Just sizeof(PlayerData). Then their game state (ie, every active instance in-game) for Vehicles starts to pile up. This was in a 32-bit release build (although debug builds don't include that much debug members in the classes anyway). I don't think there's been any real low-level programmers on the main dev team over at GG.

    IMO, the engine really needs to be redone. Or they can just keep what they have and market towards just indies.
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