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January 2001
Making Games
with Caligari trueSpace: An Introduction
by Isaac Vanier
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1
The tS Community
One of the biggest
advantages to using any product lies within its community support, and
tS is no exception. In fact, the community surrounding trueSpace is so
large that there’s almost no question you can ask to which you won’t
find an answer. Community
is one of the most valuable features of any product or service you may be considering.
trueSpace has an abundance
of tutorials available, some directly through Caligari’s own website,
and many more available elsewhere. Certain tutorials for other modeling
programs, such as 3d Studio can also apply to tS, so if you can’t find
an explanation for the process you’re interested in, there’s always
somewhere to turn.
Caligari also maintains a
mailing list for tS users. This is by far one of the most valuable types
of resources available, and it’s very active. In addition, there’s
also a dedicated chat room for tS users, which generally attracts some
very skilled artists.
For further information, see
the Resources section at the end of this article for a list of community
resources including websites, tutorials, mailing lists, chat rooms,
news-groups, plug-ins, and coding information.
Rendering Engine
As with most of the
commercial modeling programs, tS includes 2 rendering engines: the
real-time renderer, and the ray caster. Both are superb, even when
compared to the high-end competition.
The real-time renderer can
run in software mode or hardware accelerated mode. You can choose
between Direct3D, OpenGL, or Intel’s 3DR display. The rendering engine
seems to be well optimized, and even on slower CPUs which lack hardware
acceleration (I can’t imagine that), runs relatively fast in wire
frame mode with standard game related models. With slow CPUs (I’m
talkin’ 100mhz), it’s relatively simple to work in wireframe, and
switch to solid rendering here and there when needed in order to keep
things fast. With hardware acceleration, performance is superb. The
bottom line is, you don’t need an $8,000 plus computer system to run
your $500 software. Your standard development system will most likely
work about as well as anything.
The ray caster, based on the
Lightworks Pro rendering engine from Lightwork Design works equally as
well. There are tons of features to tweak, such as volumetric lighting,
radiosity, fog, lens-flare effects, and a host of others. Of course, if
you’re only interested in modeling low to mid-range polygonal models
to load into your game engine, the rendering engine won’t usually be
of much concern, unless you’re making renderings for your game manual,
etc. However, if you’re making the next RIVEN, or ABE’S ODDYSEE, you’ll
be pleased to know that tS’s ray caster is capable of putting out some
very high quality imagery. For proof of this, just check out the
screenshots below, or keep an eye on Caligari’s "One Man
Show", and Image Gallery at the Caligari website.


Images of the game
"The Dol Castle" courtesy of Slimbit
Web Solutions. (Game and site in Dutch. English version of game coming
soon. Created with tS3.1)
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