Torque 3D 50% off for Blade3D Developers
by Deborah M. Fike · 08/14/2009 (4:09 pm) · 67 comments

In these tough economic times, companies come and go. We recently heard that Blade3D is winding down, meaning a lot of small developers are going to lose their investment in these tools. This is unfortunate since the toolset offered a lot of promise for Xbox 360 and PC game development.
In the midst of this development, we saw other game engine companies are offering a discount on their products to ease the transition. Although we wish we would have thought of this ourselves, we try to avoid the "not-invented-here" syndrome. So in the spirit of getting Blade3D developers back on their feet, we're offering a 50% discount on Torque 3D.

Like Blade3D, Torque 3D offers a robust set of editors so you can start developing games quickly.
Torque 3D will not be Blade3D. However, we do publish to multiple platforms including not only Xbox 360, but also the Wii, iPhone, and the web. We also offer an intuitive COLLADA art pipeline for game artists, a slew of great editors to craft your game, and great rendering and particle effects to create a stunning game. And, of course, Torque owners can take advantage of our best asset, our 150K+ developer community.

Check out what Song Yongjin and others are already creating with Torque 3D in the show-off thread.
If you want to take advantage of the offer, send your Blade3D purchase receipt to support@garagegames.com before October 31st. We will get back to you in 2-3 business days with a coupon code so you can purchase Torque 3D with the discount.
Here's hoping we can help out a few misplaced developers to get back on their feet quickly and making great games!

About the author
I write games for a living. <3 my job.
#42
I was fortunate to get the full discount on T3D, but having always to work from a budget I can understand how
some of you feel, from my point of view, I own a small plumbing & heating firm ( Dont ask;) lol )
I do similar things to keep the customer base for future sales,
so @ GG - good move ;)
08/16/2009 (2:07 am)
When I first saw this, I thought lucky bu**ers getting all that discount,I was fortunate to get the full discount on T3D, but having always to work from a budget I can understand how
some of you feel, from my point of view, I own a small plumbing & heating firm ( Dont ask;) lol )
I do similar things to keep the customer base for future sales,
so @ GG - good move ;)
#43
08/16/2009 (5:23 pm)
@Kenneth Holst: I dont think my post was negative or flamebait. If you cannot handle the truth and prefer to hide it behide the back of the fan boys, that's fine. GG was more tolerant community before, and could handle the critisism... I guess, that's over. That's sad... and it's was the first time my post was deleted... I think you misunderstood my post to begin with, I wasnt bashing GG or Torque ;) I just stated that it was first Unity then Torque are bailing Blade3D suckers out to get those users.
#44
08/16/2009 (5:48 pm)
Quote:I just stated that it was first Unity then Torque are bailing Blade3D suckers out to get those users.
Quote:In the midst of this development, we saw other game engine companies are offering a discount on their products to ease the transition. Although we wish we would have thought of this ourselves, we try to avoid the "not-invented-here" syndrome.Doesn't that indicate they weren't the first on the bandwagon already?
#45
08/16/2009 (5:51 pm)
@Tau: Quote:I dont think my post was negative or flamebait.It was.
Quote:If you cannot handle the truth and prefer to hide it behide the back of the fan boys, that's fine.
Quote:I just stated that it was first Unity then Torque are bailing Blade3D suckers out to get those users.That it was Unity's idea is pretty obvious from the post. Smart actions deserve repeating. Calling Blade3D customers "suckers" is neither cool, accurate, or constructive. Blade3D was a pretty damn nice product run by very cool people. It wasn't built to do all the same things Torque does, but for XNA games it's a really nice tool set. They don't deserve bashing and neither do their customers.
#46
I love that the Blade3D dev's have options. Some will go with Unity and others will go with Torque. Some will continue to work with the latest stable build of Blade3D and finish their titles before moving on to another engine. Some may go with NeoAxis or C4 or A7 or any of the numerous other engines out in this space. I think it would be a great move for the NeoAxis community to do as well since they have a strong C# engine.
Plus it is a good thing for Unity and us because the dev's get a chance to choose to enter our communities and work with the engines that they want. I think it is a win for everyone involved: Blade3D, Unity, and GarageGames (and any other engines that jump on this particular bandwagon to help these dev's out).
08/16/2009 (8:29 pm)
To add to Brett's comments, I think it is a brilliant move for engines to help dev's pick up the pieces.I love that the Blade3D dev's have options. Some will go with Unity and others will go with Torque. Some will continue to work with the latest stable build of Blade3D and finish their titles before moving on to another engine. Some may go with NeoAxis or C4 or A7 or any of the numerous other engines out in this space. I think it would be a great move for the NeoAxis community to do as well since they have a strong C# engine.
Plus it is a good thing for Unity and us because the dev's get a chance to choose to enter our communities and work with the engines that they want. I think it is a win for everyone involved: Blade3D, Unity, and GarageGames (and any other engines that jump on this particular bandwagon to help these dev's out).
#47
I don't think that disparaging the Blade3D developers, or Unity or GG's attitude in helping them, will endear you to any of the communities. I deleted your post because Unity, GG, nor Blade3D users should be disparaged here.
08/16/2009 (11:09 pm)
@TauI don't think that disparaging the Blade3D developers, or Unity or GG's attitude in helping them, will endear you to any of the communities. I deleted your post because Unity, GG, nor Blade3D users should be disparaged here.
#48
GG does not mind if you use Torque or not... They are not Microsoft, they try to give everyone good game engines, but if you are looking for something else, they will point you in the direction of another engine. That is the beauty of this company, they try to help developers instead of pulling them in.
08/16/2009 (11:19 pm)
@TauGG does not mind if you use Torque or not... They are not Microsoft, they try to give everyone good game engines, but if you are looking for something else, they will point you in the direction of another engine. That is the beauty of this company, they try to help developers instead of pulling them in.
#49
Good going GG!
08/17/2009 (9:52 am)
As much of a value of Torque is not just the engine itself but the community. If a bunch of good blade developers are added to the Torque community we will all be better off.Good going GG!
#50
08/17/2009 (6:34 pm)
I am a Virtools DEV user looking with great curiosity to Torque 3D. Why don't you create a crossgrade offer from other platforms similar to the 50% discount for Blade users?
#51
08/17/2009 (6:47 pm)
@Stefano: We will consider more crossgrade offers in the future, and we certainly will offer more discounts to current customers as well. As you can see by the replies to this thread, a lot of this is a balance between bringing more developers into our community and treating current customers with respect so they don't feel like we "love 'em and leave 'em." I certainly hope that is not the case with the current Blade3D offer, but we are monitoring responses closely.
#52
08/17/2009 (10:51 pm)
Thank you Deborah, that brings a lot of relief my side of things. I'm not trying to say Torque 3D isn't worth the money by any means. I'm still going to end up taking advantage of my TGEA discount for sure. Just would be nice if the 50% off had remained the entire time the engine is in beta. If that were the case I could afford the engine this week, but now its back to saving saving saving! I know I know, you can't have everything. :) But thanks for listening to a grown man cry.
#54
08/20/2009 (12:09 am)
i'm currious why a Blade3D (C# / VB.net) user would take up an offer for Torque 3D(C++). is Torque 3D adding support for other programming languages?
#55
08/20/2009 (2:50 am)
@Sammie - In that respect Unity probably is a better fit , being that it uses C#. However, Unity isn't as good as T3D.
#56
"Unity isn't as good as T3D"
I woke up one morning and realized that Unity and T3D serve slightly different markets and both are good engines (T3D is still a baby (or more like a teen?), but fast growing), so statement like that is not (politically and logically) completely correct, IMHO.
A semi-biased opinion of mine:
The strength of T3D: availability of sources to tweak things the way you want, powerful lightning and networking, generated shaders (if they are included from TGEA), bigger community, possible Linux port.
The strength of Unity: smooth workflow for assets (T3D is getting there as well), smooth web publishing (one based player - better end user experience, about 10% web market penetration), default .NET integration (faster scripts, C#, Boo, Javascript choices), mature and stable codebase (it just works so far; I'm sure T3D will get there on Release Candidate)
I would say that Unity is good for quick prototyping and fast casual game development on tight time frame. T3D is probably aiming at more complex projects (it does not mean you cannot make small casual games with it fast) and thus needs a bit more effort on the development side, but a definitely big step in quality from TGEA. I'm actually planning to use both to make money ;), it just depends what market/player base you are aiming at.
08/20/2009 (12:01 pm)
@Black Tengu"Unity isn't as good as T3D"
I woke up one morning and realized that Unity and T3D serve slightly different markets and both are good engines (T3D is still a baby (or more like a teen?), but fast growing), so statement like that is not (politically and logically) completely correct, IMHO.
A semi-biased opinion of mine:
The strength of T3D: availability of sources to tweak things the way you want, powerful lightning and networking, generated shaders (if they are included from TGEA), bigger community, possible Linux port.
The strength of Unity: smooth workflow for assets (T3D is getting there as well), smooth web publishing (one based player - better end user experience, about 10% web market penetration), default .NET integration (faster scripts, C#, Boo, Javascript choices), mature and stable codebase (it just works so far; I'm sure T3D will get there on Release Candidate)
I would say that Unity is good for quick prototyping and fast casual game development on tight time frame. T3D is probably aiming at more complex projects (it does not mean you cannot make small casual games with it fast) and thus needs a bit more effort on the development side, but a definitely big step in quality from TGEA. I'm actually planning to use both to make money ;), it just depends what market/player base you are aiming at.
#57
It is key to pick the tech that works best for you (the user). If Torque 3D were the only engine being offered, there would be no choice. There are now two options, and the reason both are suitable is because they are BOTH packaged SDKs. They are not just languages, like C# or C++. C# users will be able to pick up TorqueScript fairly easily, since it has similar rules and features to C# (loosely applied).
I agree with Funky Diver in that Torque 3D is geared toward more serious and complex projects. You will not hit the ceiling as you would with Unity.
Choice is a great win for the end user. Of course we believe Torque 3D is superior and would rather you pick our engine, but this offer is about the developers. If a Blade3D user wants to go Torque, and continue to use C#, there is always Torque X.
08/20/2009 (12:09 pm)
Well said Funky Diver. This is one of the most important points we try to drive home during engine vs engine discussions.It is key to pick the tech that works best for you (the user). If Torque 3D were the only engine being offered, there would be no choice. There are now two options, and the reason both are suitable is because they are BOTH packaged SDKs. They are not just languages, like C# or C++. C# users will be able to pick up TorqueScript fairly easily, since it has similar rules and features to C# (loosely applied).
I agree with Funky Diver in that Torque 3D is geared toward more serious and complex projects. You will not hit the ceiling as you would with Unity.
Choice is a great win for the end user. Of course we believe Torque 3D is superior and would rather you pick our engine, but this offer is about the developers. If a Blade3D user wants to go Torque, and continue to use C#, there is always Torque X.
#58
Just my two cents.
08/20/2009 (9:08 pm)
I really appreciate garage games for supporting the indie development scene. I bought one month subscription for blade3d and decide to end it after two weeks, due to lack of documentation and inactivity in support forums. By having bought 1 month subscription, I don't know if I qualify for 50%discount but I find torque3d default price reasonable anyway. I just want to see more documentation and more middleware integration with torque3d. (Purelight for instance, looks wonderful)Just my two cents.
#59
I just feel that it would be a better idea, since TorqueScript is used for only Torque, many would prefer to use other languages.
I also want to ask, how is it that Unity's scripting language is so fast? could it be possible for the fast script loading to be put into Torque?
08/21/2009 (1:13 pm)
While TorqueScript is a very good scripting language to use, I think some of us may want T3D and T2D to have more scripting options. Maybe a scripting layer that can convert C# or Javascript into the same type of .dso?I just feel that it would be a better idea, since TorqueScript is used for only Torque, many would prefer to use other languages.
I also want to ask, how is it that Unity's scripting language is so fast? could it be possible for the fast script loading to be put into Torque?
#60
08/21/2009 (1:48 pm)
@Tyler: We have considered and even done some prototype implementations for that exact point (other languages, etc). We have some solid plans for the future, though it will not make it in right now with Torque 3D we are looking to get it as polished as we can and already have added and updated quite a bit. Just know that we are going to address that in the future and have spent some good time into deciding how. 
Torque 3D Owner Jason Nabors
:)