The following video is for blender games but the lessons can be applied to torque as well.
https://www.youtube.com/watch?v=MLdj6DwVETM
Chelaru wrote:The following video is for blender games but the lessons can be applied to torque as well.
Duion wrote:Chelaru wrote:The following video is for blender games but the lessons can be applied to torque as well.
Not really.
Such things as reducing vertices count and reducing texture size might be correct, but they are basic knowledge or should be, if you don't know those you are pretty much lost to begin with.
Some other tips cannot be applied or do not need to be applied for Torque etc.
Even for basic advice such as vertices count the numbers are wrong for Torque, he says for example, keep vertices count as low as possible, like under 100 000, which is very low for a Torque game. My scenes have between 500 000 and 1 600 000 polygons on average, in vertices it is maybe half of that so 250 000 and 800 000 vertices. So you see, the nubmers are very much off.
Another reason the numbers cannot be applied to Torque is, that Torque can automatically scale mesh details, texture details, etc and it depends how much other stuff is in your scene, like shaders, postFX, lighting etc.
For example if all your other graphic settings are low or not used in your scene you can easily draw millions of polygons and it still runs super smooth. I did test scenes with like 20 million polygons and it still ran decently.
Duion wrote:Chelaru wrote:The following video is for blender games but the lessons can be applied to torque as well.
Not really.
Such things as reducing vertices count and reducing texture size might be correct, but they are basic knowledge or should be, if you don't know those you are pretty much lost to begin with.
Some other tips cannot be applied or do not need to be applied for Torque etc.
Even for basic advice such as vertices count the numbers are wrong for Torque, he says for example, keep vertices count as low as possible, like under 100 000, which is very low for a Torque game. My scenes have between 500 000 and 1 600 000 polygons on average, in vertices it is maybe half of that so 250 000 and 800 000 vertices. So you see, the nubmers are very much off.
Another reason the numbers cannot be applied to Torque is, that Torque can automatically scale mesh details, texture details, etc and it depends how much other stuff is in your scene, like shaders, postFX, lighting etc.
For example if all your other graphic settings are low or not used in your scene you can easily draw millions of polygons and it still runs super smooth. I did test scenes with like 20 million polygons and it still ran decently.
Duion wrote:Its is not very wise to take advice from BGE into other game engines, since BGE is not a fully functional game engine and there has never been a 3D FPS multiplayer game released with it as far as I know.
Most of the problems you have to solve in BGE are already solved in all other major game engines, for example: Torque has its own system handling lighting through shadow cascades.
BGE is more for people with small projects or who like to re-invent the wheel and then going nowhere with it.
BGE does not look that bad, since you have nice shader effects and lighting and physics work out of the box unlike in Torque which has its issues with it here and there, but overall BGE does not scale well and you are limited to your 100 000 vertices count or whatever in one small scene, while in Torque you can go almost as big as you want.
If you build such small games/scenes in Torque there is hardly anything you have to optimize.