Jump to content

USS Enterprise 64-Bit T3D Simulation


Recommended Posts

Hello everyone,

I can happily report that we now have a fully up-to-date 3.7 running in 64-Bit, with full AFX and advanced character kit integrated along with pathshape and guitexturecanvas/fxGuiSnooper. Also a few other little resource gems in there. It all works fantastic and I can't even make it crash if I try lol.

Here is some of the fun we are having with this exciting upgrade... These are just low-res caps for the web, final product will be sharper. Also, the FPS meter is low because I took these on my old test rig dual-core 4gb ram machine, and it's actually still totally playable :)

Thanks so much to everyone here who has helped us get this far, live long and prosper!















Edited by PaulWeston
Link to comment
Share on other sites

The 64-Bit allows us to push past the 2 GB memory limit, and load in a ton of stuff.

Here is a cutaway with the hull removed, where you can see all the decks, doors, stairs, etc.


And also, it allows the Oculus Rift dual-rendering to stand a chance, without crashing like it would in 32-Bit:


...Now we go to work finishing up all the deck furnishings and activating buttons and consoles... I want to build some interactive original series episodes where excerpts play on the view screen and then you have to go do certain things. We can beam down to planets too - we built Cestus III and also the Vasquez Rocks, and we have the Gorn as an AI you can have a punch fight with.

It's going to be a really great game when it's done... Free project for the masses, hopefully it will get us noticed or maybe we'll get a license from CBS/Paramount to develop it further. They were not interested when we first pitched it about 5 years ago, but we have a pretty good working prototype with this so who knows :)

Anyhow, like I said above, this would not have been possible without all the help from the Torque community over the years. I have learned so much here, and look forward to continuing to push the limits of what I feel is still pound-for-pound the best engine to make games with.

Thanks to all of you again

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...