Human Shield said:
Are windows being used or moving through windows possible?
It's possible, but no animation for this action is planned, so the action will be handled in a "text adventure" style, i.e. you click on a window and a dialogue box pops up presenting a brief description plus some options.
So is each stair a 1 ft square? Does it look bulky? The visual grid follows stairs upward.
No, there can be several stairs per square. But there should be a stair in the center of the square, to avoid stupid situations when character is hanging in the air.
So its an OpenGL technique?
So its not possible with DirectX?
Yes, it is, but *not exclusively* an OpenGL technique. I just use basic OpenGL routines to draw the grid - lines and filled rects - but I'm sure this could be done with DirectX too.
But I'm going to tweak the grid anyway - replace OpenGL squares with 3D shapes, which will allow us to apply more effects to the squares.
It takes in mouse over and selection?
No, it has nothing to do with mouse events. At least, not directly. With Torque, you get such events through more high-level API.
Does Torque natively accept OpenGL abilities?
It was originally built on OpenGL, that's why it works on many platforms. But there is a DirectX renderer for Windows available.
Do you have to assign tile properties by hand then? Like if you wanted every tree to be usable with an axe, or if you wanted water tiles to have certain effects?
No. Tree, for example, is a StaticShape. I can pass all needed flags and properties to it with datablocks (another Torque-specific feature). Or I can just derive my own class from StaticShape and make it react differently to incoming events. Properties are assigned to the object, not to the tiles.
Is each tile a class or struct that holds data that is referenced in an array?
Yes.
Could you explain why you think Torque is good if you could leave out that you already learned it?
1. It's well-supported (community, forums, resources, free updates, utilities);
2. It supports many features that most free engines don't: convenient graphical format, exporters, big variety of animation types, powerful scripting language.
Alright, could you point me to the OpenGL process and documentation you used?
There is a planty of such literature on the Internet, just google for it. You can also try
http://www.opengl.org/documentation/. To be honest, I don't remember exactly what literature I have used, as it was years ago.
If you're planning to work with Torque, knowledge of OpenGL is recommended, but not necessary.