torque and irrlicht

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
22

torque and irrlicht

Post by 22 »

hi

torgue features:

Torque Core

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

Torque Script

C++ like syntax

Local and Remote Debugging

Integrated Script Compiler

Intermediate tokenized object format

On-demand compilation

Large complement of functions including math, object manipulation, fileIO, TCP/IP, etc.

Easily extend with plug-ins

Tools

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

World Editor

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

GUI Editor

Integrated GUI editor

WYSIWYG

Build fully scriptable interfaces

Includes set of default controls

Write custom controls

Extensive font support

Networking

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

Rendering Engine

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)

Terrain Engine

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

Interior/Building Engine

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

Mesh Engine

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

Water Engine

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

Particle Engine

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

Sound

Multi-channel prioritized SFX manager

3D sound support; panning, volume, doppler, cones

OpenAL


System Requirements

Windows 95/98/SE/ME/2000/XP
Pentium II 300, 64 MB RAM
OpenGL or DirectX Compatible 3D Graphics Accelerator, DirectX compatible Soundcard
Supported Compilers: Microsoft VC++ 6.0 and above, MinGW

MAC OS-X
G3 +, 64 MB RAM
OpenGL Compatible 3D Graphics Accelerator
Supported Compilers: Project Builder (OS-X only)

Linux
Pentium 500, 128 MB RAM
NVIDIA TNT2 or better 3D Graphics Accelerator, Linux-supported sound card

XFree86 4.0 or newer with NVIDIA OpenGL drivers
glibc 2.2 or newer (e.g.: Redhat 7.x+, Mandrake 8.x+, Debian 3.0+)
SDL version 1.2 or newer (1.2.3 or later is recommended)
OpenAL Runtime or SDK Installation
Mesa3D version 3.4 or newer (3.4.2 or later recommended)
Supported Compilers: GNU make and g++ (version 2 or 3)

and my question's are:
is irrliht similar to torque or it's commpletely something else :?:
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

irrlicht is free and opensource torque doesn't have those features.
plus irrlicht is only 1 year old and torque is over 3 years old. when irrlicht is that old it will most likely have most of those feature plus more.
if you look at the fact that irrlicht is only 0.6 you can see that it is only a little over halve way done.
exal
Posts: 60
Joined: Tue Feb 24, 2004 9:05 am

Post by exal »

Tortue seems like a very good engine. But as I see it Irrlicht is already almost as good. What I am missing right now for making it really advanced are two things.

1. Access to the shader pipline.
2. some performance issues.
3. Hmm and that "#¤%& IUnknown conflict

One thing that is really good about Irrlicht is the excellent usage of nodes that you can add and remove as you like. All nodes are easily extensible. The object oriented approach is mature and is very nice.

Keep up the good work.
Guest

Post by Guest »

Some more points:

- Torque cannt handle complex indoor levels !
- Torque is (successor) engine behind a commercial game -> tribes 2
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
Contact:

Post by saigumi »

Torque is a game engine with sound libraries and netcode.

Irrlicht is a screengraph based 3D engine.

I believe that there is a long discussion about the merits of each engine. Just search the forum for Torque.
Crud, how do I do this again?
patlecat
Posts: 27
Joined: Wed Feb 18, 2004 11:19 am
Location: Switzerland

Post by patlecat »

I find it extremely lame to advertise in here for Torque. I've licensed it and it sucks! Besides, the owners of Torque, GarageGames have allways been more interested in expanding their online presence and make it shine real nice then expanding their engine :cry: So what you got there is an old engine whereas irrLicht is fully up to date and has a nicer and cleaner design too.
But as saugummi already said, irrLicht is not meant to be a game-engine and that's ok.
So today I only see Torque sliding down into the shareware area, desipite their high hopes, and the Torque team still struggeling to make money with just about anything. Poor suckers. Coders are not necessarily good in marketing *sigh*
Post Reply