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 avatar commented on July 24, 2024

It may be possible to get Torque to export to the iPhone and Android based devices, but other consoles require an SDK that is covered by a NDA that cannot be used with open source software.

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DavidWyand-GG avatar DavidWyand-GG commented on July 24, 2024

Personally, I wouldn't worry too much about trying to compete with Unity. We should just focus on making Torque 3D the best that it can be, one step at a time.

If by console you mean Xbox 360, PS3 and Wii, then the biggest hurdle to getting Torque 3D on those platforms is purchasing a development kit from those manufacturers. You'll have to contact the platform owners to find out what that takes.

Torque 3D has been ported to those consoles in one form or another by various parties. Unfortunately, that is not something that we can include in a MIT licensed release.

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triverske avatar triverske commented on July 24, 2024

In the case of iPhone/Android ports (which, needless to say are consoles of their own) what hardware related issues would come with porting Torque?

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Urethramancer avatar Urethramancer commented on July 24, 2024

Android and iOS uses a limited version of OpenGL, OpenGL ES. Features you need are mostly there, shaders are sometimes either not there or reduced in functionality/speed (you can't effortlessly sprinkle your game with shaders to pretty it up) and the available video memory is much lower. Even if you have a 2GB RAM device you might not be able to address more than 256MB VRAM, and it's at P3 architecture speeds.

All of these problems have been encountered before in a previous attempt, but it wasn't very successful (or even finished).

It'll be a few months of work for each platform, if a few people volunteer. Each platform also needs its own platform-specific code to set up, handle input and possibly manage sound. The extra limitations of mobile platforms means the audio stuff won't translate directly either.

The Wii might be the most limited (and annoying) device you could possibly port T3D to - even the first iDevices had better specs ;)

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jamesu avatar jamesu commented on July 24, 2024

One thing to keep in mind when porting to a mobile platform is compared to a typical modern day pc, general performance is terrible. You can't get away with a lot of the things you can normally. Its certainly gotten better with more recent devices of course.

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Dzonatas avatar Dzonatas commented on July 24, 2024

This repository was too complex on its layout. COLLADA's quick reference card shows these areas; that looks as if its repository was referenced by an array of library.git files.

  • library_animations
  • library_animation_clips
  • library_cameras
  • library_controllers
  • library_effects
  • library_force_fields
  • library_geometries
  • library_images
  • library_lights
  • library_materials
  • library_nodes
  • library_physics_materials
  • library_physics_models
  • library_physics_scenes
  • library_visual_scenes

That array of git:libraries... can act as your root, with divisions in English. The driver to the array may box inventory assets, like an export target.

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Dzonatas avatar Dzonatas commented on July 24, 2024

Notice on the QR-Card.1.4.1 where it displays: http://www.khronos.org/files/collada_reference_card_1_4.pdf
• + element expanded elsewhere on card.
• - element expanded in specification.

The master+branch.git repository needs: gg-card.dae. You may want project.dae from contributors for each branch.

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DavidWyand-GG avatar DavidWyand-GG commented on July 24, 2024

Please send feature requests like this to the GarageGames' forums, such as Torque 3D Beginner or Torque 3D Professional. We would like to keep the GitHub issues section for actions that may be made on the repo. Thanks!

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