Enviro-Torque 2.0 Under Development

March 16, 2006 · Print This Article

I’ve realized I need a solid tech-demo to show off what I can do. So for now the job search has fallen to the back-burner while I develop Enviro-Torque 2.0.

Enviro-Torque 2.0 will be an add-on resource for the Torque Game Engine. It is a ground-up re-design/rewrite of an earlier concept, and will be implemented primarily in C++. The idea is to dynamically control all of the different environmental effects built into Torque, to create a more immersive and realistic simulation.

Briefly, the system is implemented on a modular framework. This allows modules to be easily added, removed, or re-implemented as desired without affecting other modules. More impressively, modules can conditionally interact with other present modules without being directly coupled to or dependent on them.

So far the basic framework is about done. I’ve also written a basic calendar module, and am finishing up the first draft of a dynamic weather module.

Future plans include a Celestial Day/Night module which will control both outdoor lighting-levels, and animated celestial-bodies (sun, moon, etc) to create complete day night cycles.


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