Game Development Community

Decided not to use TGB

by Tj Holowaychuk · 03/28/2009 (4:24 pm) · 4 comments

Some things we love about TGB:

* Easy to extend the IDE thanks to it being written with engine
* Simplistic drag / drop functionality
* Great particle system

Some things we prefer using Cocos2d / Chipmunk physics engine

* Efficient, portable, robust physics engine (offering much more functionality than TGB at the moment)
* Objective-c. Torque script is fine, it just has some very odd choices when it comes to the grammar, and in many cases utilizing an established language is beneficial
* IPhone emulation
* Usage of other Apple APIs straight out of the box

Well those are the main reasons we are making the switch, the physics engine was the main seller, just thought I would fill the team in with some feedback, and keep up the great work on the product(s).

content.screencast.com/users/tjholowaychuk/folders/Jing/media/9e3261c9-6532-4d88-ac5d-a628dfdf76b4/00000063.png

#1
03/28/2009 (4:46 pm)
Well I wish the best to your team using your new product I'm in the same boat right now just trying to get the best features for my money! lol
#2
03/28/2009 (4:52 pm)
Right forgot to mention that this is all free :) which to be honest was not part of the issue but it does help. I think TGB handles this well though, letting you evaluate the product infinitely before purchasing, which is really handy to discover what its capable of.
#3
03/28/2009 (6:03 pm)
I appreciate the feedback Tj. The traffic for iTorque this year was insane, and I got a lot of good information and tackled some hard questions.

Even if you are going with your own solution, feel free to blog about your game. Indie is Indie, no matter what =) (just try not to badmouth us on other sites like a few others have done ;) )

#4
03/28/2009 (7:19 pm)
No worries I still really like the engine, no reason to badmouth :P just does not fulfill every need at the moment. The physics engine is the largest problem at the moment, we need to create a key-framed spriteless animation system with several 2d 'bones' per character so Chipmunk (physics engine) should help a lot with that