Goth Zagog-Thou wrote:That's very impressive. I especially like how it can scale, but after looking at some of the demos I'm not sure how well it could handle 2-300 units onscreen without a massive performance hit.
For my money, I still think that the Warzone 2100 engine (past and present) does its' job better than its' contemporaries.
There was a reason why Pumpkin limited the units to that low number on the original...
The current and past WZ engine can't even handle that, without getting massive performance hits, unless you got very good hardware (and even if you do, it still is a huge hit)
Look at it this way, in the above screenshot, that uses many more polygons than the current WZ engine could even dream of handling at acceptable frame rates.
Torque has a very good feature set, and even a much needed client-server model, along with "To resolve latency issues, Torque 3D includes optimal usage of interpolation, extrapolation, and client-side prediction to synchronize clients during gameplay." Which would be really nice. This would also pretty much stop cheating for most all users.
They also have nice tools / map editors as well.
Using Torque to make a RTS is doable.
Then the question is, which direction would be best to proceed with.
One school of thought would be of basically starting over from scratch to remake Warzone, but, who would help with that massive task ? While all the art/sound assets could be used, pretty much everything else would be questionable for a variety of reasons.
The other avenue would be to use the orignial codebase (well, maybe not that far back, since that wasn't 64bit clean, and all of that) to start as a platform, but I am really wondering if it would be wise, since you still need to rewrite tons of stuff to fix all the bad design choices, and so on.
Either way, without dedicated people, it isn't going to happen.
To get people started, they even show this...
https://www.garagegames.com/products/to ... tutorial76