The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 10, 2024, 09:48:04 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Moving UQM to a 3D Engine
« previous next »
Pages: [1] Print
Author Topic: Moving UQM to a 3D Engine  (Read 2366 times)
Christopher
Zebranky food
*
Offline Offline

Posts: 10



View Profile
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?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
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.

Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
guesst
Enlightened
*****
Offline Offline

Gender: Male
Posts: 692


Ancient Shofixti Warrior


View Profile WWW
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#.
Logged

A new game and it's code each week. Please visit Cymon's Games
XR4-IT
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 126


The nuts Androsynth


View Profile WWW
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!
Logged

JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
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.

Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
XR4-IT
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 126


The nuts Androsynth


View Profile WWW
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.
Logged

Halleck
Enlightened
*****
Offline Offline

Gender: Male
Posts: 752


Personal Text


View Profile WWW
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.
Logged


Currently working on: Going outside more
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!