I've spent the last week looking at how random terrain can be generated in Torque and it appears it can be done either with the C++ engine code or through Torque Script.
Generating the terrain through C++ is a more efficient method, however it would require more time than we have to implement the code in a manner that does not cause fatal errors in the engine.
Torque Script on the other hand is less efficient but may be implemented in usable form with little likelihood of fatal errors occurring. There is also the added benefit of providing access to the Torque Terrain Editor’s random terrain generation system.
As such I will attempt to implement random terrain generation through Torque Script. Hopefully this will be an easy task, thus allowing more time to focus on the more difficult aspect of generating passable terrain with level areas for the placement of bases.
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