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Author Topic: Moving UQM to a 3D Engine  (Read 2333 times)
Christopher
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Moving UQM to a 3D Engine
« on: March 12, 2006, 02:20:54 pm »

Let us say that someone is willing to purchase the Torque Game Engine from Garage Games.

What, if any, interest would there be in redoing UQM in that engine?
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meep-eep
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Re: Moving UQM to a 3D Engine
« Reply #1 on: March 12, 2006, 10:27:00 pm »

Personally, I'm not interested in redoing any game from scratch. I've got plenty of ideas, and if I had the time, I'd make my own game. From what has come up in the past, it's the same for the other UQM developers.

Then there's still the question whether Torque Game Engine would be suitable if the game is to be Open Source. You also need one license per developer.

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Re: Moving UQM to a 3D Engine
« Reply #2 on: March 12, 2006, 10:57:58 pm »

I though BioSlayer was already doing this in C#.
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Re: Moving UQM to a 3D Engine
« Reply #3 on: March 15, 2006, 10:54:36 pm »

I though BioSlayer was already doing this in C#.
[/quote

I hope so C# is the best!
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JonoPorter
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Re: Moving UQM to a 3D Engine
« Reply #4 on: March 17, 2006, 11:08:10 am »

Oh another C# fan?

In that case follow the links in my signature if you want to see what I’m up to.

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Re: Moving UQM to a 3D Engine
« Reply #5 on: March 17, 2006, 06:41:43 pm »

Oh another C# fan?

In that case follow the links in my signature if you want to see what I’m up to.



That’s Cool I'll have to download your stuff when I can remember to bring my Jump drive to work.
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Halleck
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Re: Moving UQM to a 3D Engine
« Reply #6 on: March 18, 2006, 09:28:24 am »

Best way to go for a 3D Star Control is with the Vega Strike engine, IMO. I'm assuming you mean a star control game in 3d space, not just one with 3d graphics like aftermath or what BioSlayer hopes to use.

I'll see if I can't get culture 20 to send me his "WNIP" star control mod for vega strike, maybe I can put together a  release.
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