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).

* 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).

About the author
#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
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 ;) )
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
Torque Owner Jaren Watkins