2024-03-20 18:08:17 -06:00

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<font:Arial Bold:18><lmargin%:2>Below is a more detailed list of Torque Game Engine features grouped by area of interest. This is by no means a complete feature list.
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<spush><font:Arial Bold:18><lmargin%:2>Torque Core<spop>
<lmargin%:5>• Multi-Platform
• Windows server & client with OpenGL and DirectX
• Mac OS 9/X server & client with OpenGL
• Linux server & client with OpenGL
• Journaling and Integrated hierarchical profiler
• Math library, Vector, Matrix, Quaternion, etc.
• Efficient memory manager with extensive debugging features
• Resource Manager
• File and Stream IO
• Keyboard, Mouse and Joystick Input
• SFX/Music driver using OpenAL
• Spatial Database
• Collision Testing
• Vehicle Physics
<spush><font:Arial Bold:18><lmargin%:2>Torque Script<spop>
<lmargin%:5>• C++ like syntax
• Local and Remote Debugging
<spush><font:Arial Bold:18><lmargin%:2>Integrated Script Compiler<spop>
<lmargin%:5>• Intermediate tokenized object format
• On-demand compilation
• Large complement of functions including math, object manipulation, fileIO, TCP/IP, etc.
• Easily extend with plug-ins
<spush><font:Arial Bold:18><lmargin%:2>Tools<spop>
<lmargin%:5>• Complete source code for all tools
• Milkshape and 3DStudio Max plug-ins, including an exporter and helper objects
• Quark and WorldCraft converter and lighting
• Integrated World Editor, GUI Editor, Terrain Editor, Terrain Generator
<spush><font:Arial Bold:18><lmargin%:2>World Editor<spop>
<lmargin%:5>• Integrated world builder
• WYSIWYG
• Construct, place, size, scale and rotate objects
• Multi-level undo/redo
• Edit object properties
• Control lighting
• Script object behaviors
• Built-in terrain editor
• Rule based fractal height field generator
• Rule based fractal terrain texturing
<spush><font:Arial Bold:18><lmargin%:2>GUI Editor<spop>
<lmargin%:5>• Integrated GUI editor
• WYSIWYG
• Build fully scriptable interfaces
• Includes set of default controls
• Write custom controls
• Extensive font support
<spush><font:Arial Bold:18><lmargin%:2>Networking<spop>
<lmargin%:5>• Award winning client/server architecture
• Uses UDP and TCP
• Packet stream manager
• Object ghost manager with partial object updates
• Bit level stream packing
• String and message packing
• Uses the optimal Notified Delivery Protocol
<spush><font:Arial Bold:18><lmargin%:2>Rendering Engine<spop>
<lmargin%:5>• Multi-pass texturing
• Layered volumetric fog
• Decals
• Detail texturing
• Environment mapping
• Vertex and multi-pass lighting
• True spherical distance fogging (for terrain, buildings)
• Spherical distance clipping (for terrain, buildings)
<spush><font:Arial Bold:18><lmargin%:2>Terrain Engine<spop>
<lmargin%:5>• Continuous, seemless, LOD mesh generation (using screen error metrics)
• Aggregated tile mip-mapping
• Light mapped for hill and building shadows
• Dynamically generated blend tiles
• Altitude based fog banks
• Seamless integration with the interior engine
<spush><font:Arial Bold:18><lmargin%:2>Interior/Building Engine<spop>
<lmargin%:5>• Portal based interiors
• Seamless integration with the terrain engine
• Detail brushes
• Animated lightmaps
• Buildings can be instanced, placed, manipulated and yes, scaled, with the world editor
• Quark and Worldcraft converter
<spush><font:Arial Bold:18><lmargin%:2>Mesh Engine<spop>
<lmargin%:5>• Continuous level of detail based on a progressive mesh algorithm
• Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation
• Mesh vertex deformation animation
• Multi-bone mesh skeletal animation
• Simple interface to multi-sequence animation manager
• Damage detail level
• Collision detail level
• Projected object shadows (clipped against the environment)
• 3DStudio Max & MilkShape exporters
<spush><font:Arial Bold:18><lmargin%:2>Water Engine<spop>
<lmargin%:5>• Continuous, seemless, LOD mesh generation (using screen error metrics) for large bodies of water
• Dynamic waves
• Multi-pass wave crest and shoreline textures
• Integration with terrain and interior engines
<spush><font:Arial Bold:18><lmargin%:2>Particle Engine<spop>
<lmargin%:5>• Integrated with scripting engine
• Animate texture and scale
• Specify particle mass, drag, starting velocity, etc.
• Sophisticated particle generators which can emit multiple particle types at once
<spush><font:Arial Bold:18><lmargin%:2>Sound<spop>
<lmargin%:5>• Multi-channel prioritized SFX manager
• 3D sound support; panning, volume, doppler, cones
• OpenAL