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Old 03-12-2005, 05:36 PM   #1 (permalink)
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Default Something everyone might be interested in: creating a cl

Don't know how many of you have heard of Torque2D?

Basically, the Torque engine was used to make Tribes 2 (a 3d game). After the release, some of the devs who made the engine decided to form their own company, GarageGames, and to sell the ENTIRE engine for $100 a license. There's no royalties: if you make more than $250,000, you buy a $500 license.

This engine is really feature packed. Great graphics, map editor, massive outdoor environments, good graphics, vehicles, etc, etc.

The biggest thing here is the release of Torque 2d. They've been improving on the engine for 3 years now, and have recently added shaders to make the engine right up there with modern engines, and most recently, made Torque 2D.

I wouldn't be exaggerating if I said this is easily one of the best 2D engines on the planet. Its VERY powerful. You can make a full-blown game in a very short time. A few devs made games within a week of release (simple and short games), but beautiful and really action packed. Its designed really well and it makes it very simple to design a game off it.

My idea isn't as much to make a full game, but to simply make a new 2d client for RunUO (with 3d features such as particle effects and such) using this engine.

The license is $100 per developer like the normal engine, and is the same as the normal engine: no royalties and such.

I really hope someone checks this out. It wouldn't be difficult to make a full-blown client in a relatively short time that looked great.

More info on Torque2D
My post asking questions about it and RunUO
Review on Torque2D

(note: I'm really not trying to sell anything here, just trying to give an idea of what this engine is capable of).
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Old 03-12-2005, 06:21 PM   #2 (permalink)
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Note, even if you aren't interested in doing something like this, or if the price tag drives you off, I'd still love to hear some discussion on the possibilities/difficulties with this.
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Old 03-12-2005, 06:52 PM   #3 (permalink)
 
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a runuo client? I thought thats why krrios client (playuo) was coded for
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Old 03-12-2005, 06:54 PM   #4 (permalink)
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PlayUO doesn't look like this, though. And from what I understand, PlayUO isn't a completely new client.

Plus, Torque 2D can be run on Mac, PC, and Linux.
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Old 03-12-2005, 07:07 PM   #5 (permalink)
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Here are some screens you guys may find interesting:

Link
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Old 03-12-2005, 08:47 PM   #6 (permalink)
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You know native C++?
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Old 03-12-2005, 09:07 PM   #7 (permalink)
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Doesn't everyone?
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Old 03-12-2005, 09:13 PM   #8 (permalink)
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somebody called for a C++ programmer?
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Old 03-12-2005, 09:15 PM   #9 (permalink)
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Quote:
Originally Posted by Sep102
Doesn't everyone?
Read his post on Torque2D.
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Old 03-12-2005, 09:34 PM   #10 (permalink)
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Well, yeah, but exactly how much interfacing would he be doing with existing code? I'd think none if he wanted to stay true to how the UO client currently is, after all, the client doesn't know now whether it's connected to a server running RunUO or one of EA's servers, does it?

All that he'd be doing is effectively what krrios began doing, that is, making a program that responds to various packets and performs different actions such as moving your character based on the type of the packet and sending various packets of its own. The same as any other expanded message queue does.


Of course, I could be completely incorrect in my thinking as he could want to leverage off of existing code, this is just my opinion on it.


Also, my question wasn't answered, doesn't everyone know unmanaged C++?
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Old 03-13-2005, 03:00 AM   #11 (permalink)
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Quote:
Originally Posted by Sep102
Well, yeah, but exactly how much interfacing would he be doing with existing code? I'd think none if he wanted to stay true to how the UO client currently is, after all, the client doesn't know now whether it's connected to a server running RunUO or one of EA's servers, does it?

All that he'd be doing is effectively what krrios began doing, that is, making a program that responds to various packets and performs different actions such as moving your character based on the type of the packet and sending various packets of its own. The same as any other expanded message queue does.


Of course, I could be completely incorrect in my thinking as he could want to leverage off of existing code, this is just my opinion on it.


Also, my question wasn't answered, doesn't everyone know unmanaged C++?
You are 100% correct in what I was thinking. When I said "interfacing", I just meant it in the simplest terms - tying a client together with the server, reacting and sending packets.
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Old 03-13-2005, 03:30 AM   #12 (permalink)
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Quote:
Originally Posted by jesusphreak
You are 100% correct in what I was thinking. When I said "interfacing", I just meant it in the simplest terms - tying a client together with the server, reacting and sending packets.
Ahh
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Old 03-14-2005, 01:55 AM   #13 (permalink)
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As far as the way that the maps and such for UO are built, how does that affect making a new client?
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