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Want to create HITMAN from ya self???
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<blockquote data-quote="mastercpj" data-source="post: 1045062" data-attributes="member: 65342"><p>HEy guys..</p><p></p><p>here is a great oppertunity...we can make games from our self..i mean 3d games ...like hitman..nfs..and many more..</p><p>all you have to do is create some 3d models(or u can dowload 3d models from the net) and write some simple codes to this engine.its called torque engine.there are many many more 3d engines..we`ll discuss about them later..try this out..leave a comment ..so we can discuss about this k...</p><p>LETS MAKE A SINHALA CYBER SPACE</p><p></p><p></p><p>The Torque Game Engine (TGE) is a fully featured AAA game engine with award winning multi-player network code, seamless indoor/outdoor rendering engines, state of the art skeletal animation, drag and drop GUI creation, a built in world editor, and a C-like scripting language. Unlike most commercial game engines, as part of the low cost license, you receive all C++ source code to the engine, so you can make any additions you need for your game. <strong>Author</strong> GarageGames </p><p> </p><p> <strong>Graphics API</strong> OpenGL, DirectX <strong>Operating Systems</strong> Windows, Linux, MacOS <strong>Programming Language</strong> C/C++ <strong>Status</strong> Productive/Stable <strong>Documentation</strong> Yes </p><p> </p><p> <strong>Features</strong> </p><p> <em>General Features</em> Object-Oriented Design, Save/Load System, Other: • Multi-Platform and a journaling and Integrated hierarchical profiler • Efficient memory manager with extensive debugging features; Resource Manager and a File/Stream IO • Unicode international strings support </p><p> <em>Scripting</em> • C++ like syntax • Local and Remote Debugging • Bytecode-compiled </p><p> <em>Built-in Editors</em> • World Editor allows you to manage terrain generation and object placement as well as Construct, place, size, scale and rotate objects visually • Terrain Editor, Terrain Generator, and GUI Editor. </p><p> <em>Physics</em> Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: • Built-in physics engine </p><p> <em>Lighting</em> Per-vertex, Lightmapping: • Animated lightmaps • Control lighting via World Editor • Vertex and multi-pass lighting </p><p> <em>Shadows</em> Projected planar, Shadow Volume: • Projected object shadows (clipped against the environment) </p><p> <em>Texturing</em> Basic, Multi-texturing, Mipmapping: • Multi-pass texturing with detail and decal support </p><p> <em>Scene Management</em> Portals, Occlusion Culling, LOD: • Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor • Spatial Database • Quark and WorldCraft converter and lighting • Support for Cartography Shop and almost all .map-compatible brush editors </p><p> <em>Animation</em> Inverse Kinematics, Skeletal Animation, Animation Blending: • Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation • Mesh vertex deformation and multi-bone mesh skeletal animation • Simple interface to multi-sequence animation manager </p><p> <em>Meshes</em> Mesh Loading, Skinning, Progressive, Tessellation: • Continuous level of detail based on a progressive mesh algorithm • Damage and collision detail level • Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects </p><p> <em>Special Effects</em> Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog: • Integrated particle system with scripting engine. • Supports texture and scale animation as well as particle generators which can emit multiple particle types at once • Layered volumetric fog • A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures </p><p> <em>Terrain</em> Rendering, CLOD: • Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping • Dynamically generated blend tiles and Altitude based fog banks • Seamless integration with the interior engine </p><p> <em>Networking System</em> Client-Server: • Award winning client/server architecture, which uses UDP and TCP • Bit level stream, message, and string packing • Uses the optimal Notified Delivery Protocol • Packet stream and Object ghost manager with partial object updates </p><p> <em>Sound & Video</em> 2D Sound, 3D Sound, Streaming Sound: • SFX/Music driver using OpenAL • 3D sound support; panning, volume, doppler, cones • Multi-channel prioritized SFX manager • Built-in Theora video codec playback </p><p> <em>Artificial Intelligence</em> Finite State Machines, Scripted: • Highly customizable through TorqueScript </p><p> <em>Rendering</em> Fixed-function, Render-to-Texture, Fonts, GUI: • True spherical distance fogging (for terrain, buildings) • Spherical distance clipping (for terrain, buildings)</p></blockquote><p></p>
[QUOTE="mastercpj, post: 1045062, member: 65342"] HEy guys.. here is a great oppertunity...we can make games from our self..i mean 3d games ...like hitman..nfs..and many more.. all you have to do is create some 3d models(or u can dowload 3d models from the net) and write some simple codes to this engine.its called torque engine.there are many many more 3d engines..we`ll discuss about them later..try this out..leave a comment ..so we can discuss about this k... LETS MAKE A SINHALA CYBER SPACE The Torque Game Engine (TGE) is a fully featured AAA game engine with award winning multi-player network code, seamless indoor/outdoor rendering engines, state of the art skeletal animation, drag and drop GUI creation, a built in world editor, and a C-like scripting language. Unlike most commercial game engines, as part of the low cost license, you receive all C++ source code to the engine, so you can make any additions you need for your game. [B]Author[/B] GarageGames [B]Graphics API[/B] OpenGL, DirectX [B]Operating Systems[/B] Windows, Linux, MacOS [B]Programming Language[/B] C/C++ [B]Status[/B] Productive/Stable [B]Documentation[/B] Yes [B]Features[/B] [I]General Features[/I] Object-Oriented Design, Save/Load System, Other: • Multi-Platform and a journaling and Integrated hierarchical profiler • Efficient memory manager with extensive debugging features; Resource Manager and a File/Stream IO • Unicode international strings support [I]Scripting[/I] • C++ like syntax • Local and Remote Debugging • Bytecode-compiled [I]Built-in Editors[/I] • World Editor allows you to manage terrain generation and object placement as well as Construct, place, size, scale and rotate objects visually • Terrain Editor, Terrain Generator, and GUI Editor. [I]Physics[/I] Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: • Built-in physics engine [I]Lighting[/I] Per-vertex, Lightmapping: • Animated lightmaps • Control lighting via World Editor • Vertex and multi-pass lighting [I]Shadows[/I] Projected planar, Shadow Volume: • Projected object shadows (clipped against the environment) [I]Texturing[/I] Basic, Multi-texturing, Mipmapping: • Multi-pass texturing with detail and decal support [I]Scene Management[/I] Portals, Occlusion Culling, LOD: • Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor • Spatial Database • Quark and WorldCraft converter and lighting • Support for Cartography Shop and almost all .map-compatible brush editors [I]Animation[/I] Inverse Kinematics, Skeletal Animation, Animation Blending: • Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation • Mesh vertex deformation and multi-bone mesh skeletal animation • Simple interface to multi-sequence animation manager [I]Meshes[/I] Mesh Loading, Skinning, Progressive, Tessellation: • Continuous level of detail based on a progressive mesh algorithm • Damage and collision detail level • Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects [I]Special Effects[/I] Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog: • Integrated particle system with scripting engine. • Supports texture and scale animation as well as particle generators which can emit multiple particle types at once • Layered volumetric fog • A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures [I]Terrain[/I] Rendering, CLOD: • Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping • Dynamically generated blend tiles and Altitude based fog banks • Seamless integration with the interior engine [I]Networking System[/I] Client-Server: • Award winning client/server architecture, which uses UDP and TCP • Bit level stream, message, and string packing • Uses the optimal Notified Delivery Protocol • Packet stream and Object ghost manager with partial object updates [I]Sound & Video[/I] 2D Sound, 3D Sound, Streaming Sound: • SFX/Music driver using OpenAL • 3D sound support; panning, volume, doppler, cones • Multi-channel prioritized SFX manager • Built-in Theora video codec playback [I]Artificial Intelligence[/I] Finite State Machines, Scripted: • Highly customizable through TorqueScript [I]Rendering[/I] Fixed-function, Render-to-Texture, Fonts, GUI: • True spherical distance fogging (for terrain, buildings) • Spherical distance clipping (for terrain, buildings) [/QUOTE]
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