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Eagle517
2025-02-17 23:17:30 -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.
<font:Arial:16>
<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

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_gui) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "GUI System & Editor";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_gui.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/gui_editor>
<just:left><font:Arial Bold:18>GUI System and WYSIWYG Editor
<font:Arial:16><lmargin%:5>If you have ever built a GUI system from scratch, you know how time consuming it is to implement all the features today's users are accustomed to: Copy, cut paste, tabbing, text selection, window focus, modal and non-modal dialogs, etc. The Torque Game Engine comes with a complete GUI implementation (Torque Script enabled of course) as well as a full-featured, in-engine, WYSIWYG editor for rapid prototyping and development. You can use the built in controls or easily create your own.
<lmargin%:2><font:Arial Bold:18>GUI System Features<font:Arial:16><lmargin%:5>
• Build fully scriptable interfaces
• Includes a complete set of default controls
• Write custom controls
• Fully Unicode compliant
• Extensive font support
• Integrates with OS clipboard
• Includes complex text-flow controls (like this one) supporting hyperlinks, images, text formatting and more
• Automatically adjust and scale to resolution changes
<lmargin%:2><font:Arial Bold:18>GUI Editor Features<font:Arial:16><lmargin%:5>
• Integrated WYSIWYG GUI editor
• Edit and test without exiting.
• Hierarchal control view
• Property editor
• Drag and drop interface
• Supports copy, cut paste of controls
• Align selected controls
• Auto space selected controls
• Bring forward/back assign parent controls

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_interior) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Interior Rendering";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_interior.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_ie>
<just:left><font:Arial Bold:18>Interior Rendering Engine<font:Arial:16>
<lmargin%:5>The portal based interior engine is capable of rendering enormous enclosed spaces. External light sources filter through windows and properly illuminate interior surfaces.
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Portal based visibility
• Level-of-Detail support
• Detail brushes
• Per pixel, colored light maps
• Animated lightmaps
• Buildings can be instanced, placed, manipulated and scaled
• Seamless integration with the terrain engine
<lmargin%:2><font:Arial Bold:18>Editors:<font:Arial:16><lmargin%:5>
• Constructor .map editor
• Quark .map editor
• 3D World Studio editor
• Hammer .map editor

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_main) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Torque in a Nutshell";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "2 2";
extent = "553 514";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_main.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/tge>
<just:left><font:Arial Bold:18>The Torque Game Engine<font:Arial:16>
<lmargin%:5>The Torque Game Engine (TGE) is a full featured AAA game engine with award winning multiplayer 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 and built in tools, so you can customize the engine and make your game perform exactly to your own specifications.
Don't spend your limited time reinventing the technology wheel. Instead, use an industry proven game development engine that can enhance your creativity, productivity and get your game done faster.
<lmargin%:2><font:Arial Bold:18>Features<font:Arial:16>
<lmargin%:5>The next several pages provide an overview of the major engine features. Click the right arrow below to learn more about Scripting, the GUI System, Networking, Audio, Rendering, Interiors, Terrains, Water and much more....

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_mesh) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Mesh Rendering";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_mesh.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_me>
<just:left><font:Arial Bold:18>Mesh Rendering Engine<font:Arial:16>
<lmargin%:5>The work-horse of the Torque Game Engine, the mesh rendering engine does it all. Use single mesh and hierarchal mesh part shapes for players, vehicles, guns, projectiles, trees, rocks, you name it. Add multiple complex animation sequences and even blend between multiple active animations!
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Continuous Level-of-Detail based on a progressive mesh algorithm
• Supports bone, mesh, texture bitmap, texture coordinate and visibility animations
• Supports both discrete LOD meshes as well as progressive LOD
• Blend between multiple simultaneous animations
• Mesh vertex deformation animation
• Multi-bone mesh skeletal animation
• Simple interface to multi-sequence animation manager
• Damage detail level
• Full collision implementation
• Projected object shadows (clipped against the environment)
• 3D Studio Max, Maya, Blender, Lightwave and MilkShape exporters
• Robust animation SDK you can use and extend in your own objects

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_net) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Torque Networking";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_net.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/torquenetworking>
<just:left><font:Arial Bold:18>Torque Networking<font:Arial:16><lmargin%:5>
The Torque Game Engine has a strong foundation built into the code for multiplayer games. This award winning network code has been recognized by press and developers alike as being one of the most efficient and responsive multiplayer codebases available. Easily support dozens of players, with support for hundreds of players attainable with close attention to detailing and bandwidth usage (Tribes2 used this code to support 128 player servers). Key features of Torque networking code are: support for multiple data delivery requirements, partial object state updates and an efficient packet delivery notification protocol.
<font:Arial Bold:18><lmargin%:2>Feature Highlights<font:Arial:16><lmargin%:5>
• Award winning client/server architecture
• Uses UDP and TCP
• Packet stream manager
• Object ghost manager
• Partial object updates
• Metric based partial updates
• Bit level stream packing
• String and message packing
• Uses the optimal Notified Delivery Protocol
<font:Arial Bold:18><lmargin%:2>Torque Network Library (API)<font:Arial:16><lmargin%:5>
Torque Network Library allows developers to take the Torque Game Engine's networking code to the next level. The Torque Network Library (TNL) is a robust, secure, easy to use cross-platform C++ networking API designed for high performance simulations and games. TNL is designed to be easy to integrate into existing products. In less than an hour, you can have a minimal TNL implementation up and running in your game or network product. Within weeks you can take advantage of all the advanced features of the TNL, allowing your game to support more players while using less bandwidth per client than any other solution on the market.
More information about TNL can be found at <a:www.garagegames.com/pg/product/view.php?id=37>GarageGames</a> and <a:www.opentnl.org>OpenTNL.org</a>.
<font:Arial Bold:18><lmargin%:2>References<font:Arial:16><lmargin%:5>
Session Presentation Notes from Game Developers Conference 2000
<a:www.garagegames.com/articles/networking1/>The TRIBES Engine Networking Model or How to Make the Internet Rock for Multi-player Games</a>

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_particles) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Features...";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_particles.txt";
};
};
};
//--- OBJECT WRITE END ---

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<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

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_render) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Rendering Engine Overview";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_render.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_re>
<just:left><font:Arial Bold:18>Rendering Engine Overview<font:Arial:16>
<lmargin%:5>The scenegraph based rendering system in the Torque Game Engine supports a wide array of rendering tasks: from vast terrains to detailed interior spaces, animated meshes and clouded skys all seamlessly integrate together producing stunning scenery. The next couple pages provide an overview of the major rendering sub-systems.
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Terrain rendering
• Interior rendering
• Sky and environmental effects
• Complex animated meshes
• 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)

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_script) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "TorqueScript";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_script.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/torquescript>
<just:left><font:Arial Bold:18>TorqueScript<font:Arial:16><lmargin%:5>
TorqueScript is the powerful C-like scripting language built into the core of the Torque Game Engine. TorqueScript reduces your development time by allowing you to quickly associate scripted logic and data to engine objects at runtime without exiting the engine. Take a look at any of the numerous .cs and .gui files that come with this demo and you will see just how extensively TorqueScript can be leveraged to get your project done quickly.
<font:Arial Bold:18><lmargin%:2>Feature Highlights<font:Arial:16><lmargin%:5>
• C-like syntax
• Large complement of functions including math, object manipulation, fileIO, TCP/IP, etc.
• Easily extend with plug-ins
• Integrated script compiler
• Intermediate tokenized object format
• On-demand compilation
• Local and remote debugging using built in debugger
• Overlay package support
• Easily extended from C++ or script
<font:Arial Bold:18><lmargin%:2>Script Example: AI Player Task Control
<lmargin%:5><font:Courier New:14>
function AIPlayer::test()
{
%player = AIPlayer::spawnOnPath("xasd","MissionGroup/Paths/Path2");
%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);
%player.pushTask("followPath(\"MissionGroup/Paths/Path2\")");
%player.pushTask("aimAt(\"MissionGroup/Room6/target\")");
%player.pushTask("wait(1)");
%player.pushTask("fire(true)");
%player.pushTask("wait(10)");
%player.pushTask("fire(false)");
%player.pushTask("playThread(0,\"celwave\")");
%player.pushTask("done()");
}

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_sound) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Sound System";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_sound.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_ae>
<just:left><font:Arial Bold:18>OpenAL Audio<font:Arial:16>
<lmargin%:5>The Torque Game Engine uses OpenAL as its cross-platform 3D audio API. OpenAL is an industry standard audio API used in many popular games as well as other types of audio applications. Torque adds extensions to simplify many common gaming audio tasks.
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Uses OpenAL: an industry standard multi-platform audio API
• Multi-channel prioritized audio manager
• 3D Positional sound support with Doppler and cone emitters
• 2D sound support with panning, pitch and volume
• Looping controls
• Audio resource management

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_terrain) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Terrain Rendering";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_terrain.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_te>
<just:left><font:Arial Bold:18>Terrain Rendering Engine<font:Arial:16>
<lmargin%:5>The Terrain system can render truly spectacular vistas with impressive visual distance. Using the in-game editors you can quickly generate realistic heightfields and cover with textures many kilometers of terrain with a few mouse clicks. The screen error based and continuous LOD mesh reduction keeps the poly count low, the mesh rock solid and the distance visibility high.
<lmargin%:2><font:Arial Bold:18>Integrated Editors:<font:Arial:16><lmargin%:5>
• Integrated Heightfield Generator
• Import/export grayscale heightfield bitmaps
• Integrated rule-based texture tile placement
• Integrated texture tile "painting"
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Continuous, seamless, Level-of-Detail (LOD) mesh
• LOD reduction uses adjustable screen error metrics
• Light mapped self shadowing and building shadows
• Dynamically generated blend tiles
• Aggregated tile mip-mapping
• Altitude based fog banks
• Seamless integration with the interior engine

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//--- OBJECT WRITE BEGIN ---
new GuiControl(features_water) {
profile = "GuiModelessDialogProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 2";
visible = "1";
helpTag = "0";
title = "Water Rendering";
new GuiScrollCtrl() {
profile = "GuiBevelLoweredProfile";
horizSizing = "width";
vertSizing = "height";
position = "30 106";
extent = "580 270";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
new GuiMLTextCtrl() {
profile = "GuiMLTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "14 12";
extent = "553 14";
minExtent = "8 2";
visible = "1";
helpTag = "0";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "main";
fileName = "demo/client/ui/features/features_water.txt";
};
};
};
//--- OBJECT WRITE END ---

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<lmargin%:2><just:right><bitmap:demo/client/ui/features/ss_we>
<just:left><font:Arial Bold:18>Water Rendering Engine<font:Arial:16>
<lmargin%:5>Nothing adds to the visual quality of a scene like a huge body of water with twinkling sun reflections. Use the World Editor to place any number of water blocks in your world then adjust the "dials" to perfect your look: everything from churning lava to crystal clear still water. The water integrates seamlessly with player characters and vehicle models.
<lmargin%:2><font:Arial Bold:18>Feature Highlights:<font:Arial:16><lmargin%:5>
• Level-of-Detail (LOD) uses screen error metrics
• Continuous, seamless, LOD mesh generation for large bodies of water
• Specular sun glare reflection
• Water depth based shoreline translucency
• Dynamic wave animations
• Multi-pass wave crest and shoreline textures
• Underwater effects
• Integration with terrain and interior engines

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