The New Magic Word
by Brett Seyler · 11/12/2009 (4:02 pm) · 289 comments
Last week, Epic Games made a pretty big splash announcing the "UDK" or Unreal Development Kit. UDK is based on the *very expensive* Unreal Engine 3, the most dominant game engine in the big budget console games space. There's been a lot of hyperbolic talk about how this is an "end of days" development for Torque and our friendly Copenhagen competitors, Unity. I want to take a while here to talk about what I think this means for Torque and where we fit in the competitive landscape.When the announcement showed up, of course I immediately wanted to dig in and find out what was up. I took some time and looked at the license on the UDK site. Many people here downloaded the UDK to play around with it and see what was what. It turns out that the UDK is basically an up to date set of editors for Unreal Engine 3. There's no source code provided. Instead, as with modding, you can do scripting with Epic's Unrealscript. You can package your project for Windows only. There are docs online, but otherwise no dedicated support. So let's be clear. This is NOT Unreal Engine 3. That would kill a huge source of revenue (supported, source code licensing for PC and consoles) for Epic. It *is* a well-tested, rich set of editors for making stuff based on UE3 games or projects.
What's the license like for this? Well, Epic is slapping up the word FREE everywhere and who doesn't love something for FREE right? It's a magic word. The UDK website grants you (for free) a license to make non-commercial works. If you want to make money, or benefit indirectly somehow from using the UDK (think making a demo to advertise or sell something else or a company who wants to train employees with a simulation), you have to pay. The terms of making something commercial with the UDK are actually a bit murky because Epic does not post the license on their site or allow you to purchase a commercial license on thier site. Instead, they give you an email address to hit up and describe the terms of the license structure.
Option A: You benefit (somehow) from using and distributing UDK projects, but there's no revenue. You can pay $2500 / seat annually for this use of the UDK.
Option B: You sell, advertise on, or somehow directly or indirectly, generate revenue from a project made with UDK. You pay $99 up front and you give up 25% of all revenues exceeding $5000 on that project.
Pretty straightforward options! It would be nice to see the license, but assuming it's reasonable, sounds like a pretty fair deal. So what's the catch? How does Epic make money from this? They don't. Not really. This is a loss leader and an evangelism play and it really doesn't cost them much of anything to do. For years you've been able to spend $60 on Unreal Tournament, Gears of War, or other Unreal titles and use the provided editors to modify the game. You can do a lot with mods and people have created really cool stuff. Epic never monetized this practice before. Instead, they used it as a way to create longer tail sales for their games and to recruit new talent from the modder community. By offering the "UDK," Epic is taking the next step by letting people distribute Unreal mods without requiring ownership of the modded Unreal game. In addition to formalizing what they've always done with the mod communities built around Unreal, Epic is likely to heavily monetize the inevitable step from UDK --> UE3. This is no small step and it will cost small teams as much as Epic can wring out of them, in addition to the 25% royalties they are already on the hook for. My guess is that it will be case by case, but it's guaranteed that most teams will run into barriers not having access to the engine source, just as they do with other binary-only engines.
I'm not going to dismiss this move by Epic. It matters. Here's why...
#1: It's Epic (no pun intended). They are an absolute behemoth in the games industry. They've absolutely demolished all competitors in the AAA console engine space for the last 5 years, essentially since EA acquired Criterion, makers of Renderware, and stopped licensing it to 3rd parties. They have an established business selling very expensive (think 6-7 figures, depending on the royalty rate) licenses for big budget console games and now, they've decided they want indies, amateurs, and hobbyists to use their product too. That's a pretty decent market disturbance.
#2: It's validation. When I wrote about the hyper-competitive, well-served big budget AAA space while discussing the pricing and licensing of Torque 3D back in January, I noted that the AAA middleware market hasn't grown much in the last decade and it continues to be a pretty fixed size market. At the same time, the space Torque and Unity occupy (better accessibility and opportunity via lower licensing costs and more attractive platforms) has grown tremendously. This community here grows by hundreds of users every week. A larger portion of the games industry as a whole is moving away from stagnant AAA console games and targeting super-fast growing platforms like the iPhone, Facebook, and yes, even just regular PC online games. Clearly Epic must see something they like in these markets. They missed the boat on the Wii and they are probably struggling to maintain (let alone grow) revenues in the AAA console space. I'm not sure if this will be a long-lasting commitment on Epic's part, or simply a way to maximize the value of their current tech while the new stuff (UE4) is what they're going to start pushing to high-end clients, right around the corner. Regardless, validation is nice.
#3: Now everyone can see behind the "AAA" curtain. We've been telling you for years that Torque is top-notch technology. We've said "it's documented up to, and in many cases well beyond the industry standard." Without being able to look at engines like Unreal, that's been a hard claim for you guys to verify. Now you can. Have a look at UDK. Look at the tools. Look at the docs. Test out the support. We think you'll find that Torque 3D stacks up very well in comparison, and all without the licensing burden of big royalties or high-cost access to source. Putting aside source though, it's worth answering the question:
What does Torque currently do better than Unreal?
Rendering - Torque is the first affordable engine with a deferred renderer. You have real-time dynamic lighting and shadows. You can have thousands of dynamic point lights in a scene at almost no hit to performance. You can't do this in Unreal. Torque's Light Pre-pass rendering is the standard for the current era of hardware. CryEngine uses it as do many of the best looking games on the market.

Contrast this with Unreal, which uses a years old forward renderer that does not allow for global dynamic lighting or shadows. In fact, UE3 does not support more than one dynamic light casting shadows on the same object. It will switch shadows automatically to the nearest light. A directional light will allways switch off any light's shadows. With Unreal, all global illumination is baked. Everything you can do in Unreal, you can do with pureLIGHT in Torque 3D, but with Torque, you can combine dynamic global lighting and shadows with beautfully baked static lightmaps that give you realtime iterative results, not an hours long, black box baking process. Looking ahead, we'll probably be the first affordable engine with DX11 support, and I doubt you're going to see that from Unreal until UE4, likely a couple years away from public licensing, at least.
Terrain (editing AND fidelity) - Definitely test out the UDK terrain editors next to Torque 3D's. The UDK terrain tools are several generations behind us. In Torque 3D, you get much nicer terrain fidelity as well. It takes the right artwork to show this (which you'll see with Pacific Demo here in a few weeks), but the advantage for Torque is clear.

Networking - Out of the box, Torque 3D will do things that you'll never get UDK to do without source code access and a LOT of work. It's as simple as that.
Platform support - Capable deployment to OSX machines is increasing a very important component to success for small teams. Torque 3D offers a path to every major platform out there (Windows, Mac, Web, Wii, Xbox 360, iPhone, with PS3 and PSP in the works).

Special purpose tools. - The road and river tools are just the beginning, but there's a lot more coming in 1.1 and 1.2 that you haven't seen before and which you definitely won't find in UDK.Community resources, add-ons, and extensions. This is such a talent-rich and generous community. We do our very best not to take your contributions for granted. Rather, a major focus, particularly on this website in the next year, will be adding features that make the surfacing, sharing, and vetting of community resources and project much easier and much more powerful. There's really a lot we can do here and you're going to see constant improvement.
Now, UDK has some things not currently in Torque in it's favor as well. Nice features like nav meshes for AI, improved animation tools, etc. are all on our roadmap, but not yet in Torque 3D, so we've still got plenty of work ahead of us to keep up and stay competitive.
We want to take Torque much further, allowing developers to unlock opportunities on the best emerging platforms. That's going to take continued work and investment in the product by us, but we run a pretty lean operation, we reinvest nearly every dollar you spend with us back into product development, and we are moving *super* fast.
'FREE' might just be the new SSAO
We realize that staying ahead of the curve on technology is just part of the equation. The licensing model we choose is important and we're paying attention to all this FREE stuff as much as the rest of you. We want to offer something at a very accessible price, or perhaps for FREE as a good entry to learning and using Torque 3D. Currently, our free option is a demo, limited by the number of objects you can place in your scene. This obviously isn't useful to create an entire game, but it does give you a good feel for what Torque 3D's tool set can do, given that it's not feature limited in any way other than not including the source code.
By comparison, UDK also gives you everything for free, no features limited by the free version other than the source code, but you cannot use it to make anything commercial without payment. The cost, at minimum, is $99 + 25% of your revenues (after $5k total). Unity strips a great deal of their features out of their free version. These can drastically handicap development for some teams, but there's no reason why you couldn't finish some games with it either. The license is liberal, so it's a good stepping stone to make your first game, solo, if you're willing to live with some of the feature limitations.

So where does Torque 3D fit in all of this? Our "Professional" version, which includes source code, access to beta builds, private forums, etc is just $1000 / seat. We don't currently have an option between this and our free demo, but we want one. I think the recent developments by Unity and Epic and all the new developers trying their hand at 3D games warrants a low-priced option for Torque 3D, as well.
At the end of September, when we released Torque 3D 1.0, I included a poll contemplating an full-featured, binary-only version of Torque 3D to go for $500 / seat. Though the results were overwhelmingly in favor of this option, I think we can do better. In the past, I've been really happy with the feedback you've given us making decisions like this, so I want to enlist your help again.
What should we do?
What would you be happy with?
What do you think would be best for the community the future of the product?
Do we want a more elite, experienced community of programmers here?
Do we want to create a more balanced mix of great artists too?
I have my instincts on these questions, and we've discussed them a great deal internally, but I've always come back to this community as one of the big reasons to choose Torque for a new developer. It's one of kind and I want to keep it together and help it grow as much as possible. That won't happen if we don't have a competitive offering in Torque. This means we need enough income to feed the developers and keep the product blazing ahead full speed. But at the same time, if every new beginner cuts their teeth on UDK or Unity because they have viable free option and Torque doesn't, well, I don't like the position that puts us in for the long run either.
So please, let us know what you think! I promise I'll listen and weigh all feedback carefully. I hope to make a decision on this by the end of the month, so let fly with the suggestions and opinions. It's all welcome.
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#262
That's not a good Idea; what about the people that paid for TGEA, cutting support is wrong. We work just as hard on our games as everyone else.
11/18/2009 (8:37 pm)
@RichQuote:Re-release TGEA as an as is product, no support except community support given by other members.
That's not a good Idea; what about the people that paid for TGEA, cutting support is wrong. We work just as hard on our games as everyone else.
#263
Thanks for that link Matt! I'll check it out when I get home tonight.
I grabbed T3D demo last night and so far I'm impressed. I don't want to write C++ code because I detest it. Too much exposure to C# for me... Regardless, if I'm able to progress far enough toward making that game that I never seem to be able get moving on then I'll probably put up with C++ to do it.
The more I can do in script, the better. Looking forward to giving it another run!
Oh, glad you guys fixed the rendering of that font. Something that has been bugging me every since TGE.
11/18/2009 (8:54 pm)
@MattThanks for that link Matt! I'll check it out when I get home tonight.
I grabbed T3D demo last night and so far I'm impressed. I don't want to write C++ code because I detest it. Too much exposure to C# for me... Regardless, if I'm able to progress far enough toward making that game that I never seem to be able get moving on then I'll probably put up with C++ to do it.
The more I can do in script, the better. Looking forward to giving it another run!
Oh, glad you guys fixed the rendering of that font. Something that has been bugging me every since TGE.
#264
Most people here are indies and i'd dare say never made money from publishing a game yet.
Sure there are some. But not the majority.
11/18/2009 (9:20 pm)
-10 to LukeMost people here are indies and i'd dare say never made money from publishing a game yet.
Sure there are some. But not the majority.
#265
Torque3D Show Tool Pro?
That allows artists to work on the games content for next to nothing.
11/19/2009 (6:27 am)
So why can't we just get an updated (read New):Torque3D Show Tool Pro?
That allows artists to work on the games content for next to nothing.
#266
I don't believe it should be free either, the point of TGEA is a cheaper as is engine, is that GG does not officially support it, and therefore will not host or support addons/kits for it. Strictly as a cheaper learning tool to act as a stepping stool for the more expensive engine.
I don't know if I can get on the bandwagon about a sourceless T3D. All that's going to do is piss people off about how much they can't do with Torque without altering the source. Unless they implement tons of features and improve the power of torquescript, which may be what they have up their sleeve and in that case I can gladly jump on that bandwagon.
@Morrie
I wasn't proposing it be free, or even reduced from what the cost was before. It is possible to sell something without giving support for it, and I look at it from the standpoint of someone new to the market, or the hobbyist.
And I may be wrong on this, but I thought they were basically cutting support anyways for TGE/A. If I misunderstood that then yea my whole view on all of the above is totally misled and I take it back. :)
11/19/2009 (7:47 am)
@EdwardI don't believe it should be free either, the point of TGEA is a cheaper as is engine, is that GG does not officially support it, and therefore will not host or support addons/kits for it. Strictly as a cheaper learning tool to act as a stepping stool for the more expensive engine.
I don't know if I can get on the bandwagon about a sourceless T3D. All that's going to do is piss people off about how much they can't do with Torque without altering the source. Unless they implement tons of features and improve the power of torquescript, which may be what they have up their sleeve and in that case I can gladly jump on that bandwagon.
@Morrie
I wasn't proposing it be free, or even reduced from what the cost was before. It is possible to sell something without giving support for it, and I look at it from the standpoint of someone new to the market, or the hobbyist.
And I may be wrong on this, but I thought they were basically cutting support anyways for TGE/A. If I misunderstood that then yea my whole view on all of the above is totally misled and I take it back. :)
#267
In my opinion, most indies dont even get a game out, but we like to live in that dream that one day we just may well do it.
BRING DOWN THE PRICE FOR THOSE OF US WHO HELPED YOU GET THERE GG.
11/19/2009 (8:44 am)
As an indy, who just wants to get into it, I just cant afford any of those prices. I started off with Torque in the early days $80, man best buy I ever made. Now Im left behind in a torrent of greed and no indy pricing to speak of. Once again the little guys got big and left the rest of us behind. Thanks for nothing. I also looked at the UDK, over priced or not, it doesnt compare to T3D, not even close.In my opinion, most indies dont even get a game out, but we like to live in that dream that one day we just may well do it.
BRING DOWN THE PRICE FOR THOSE OF US WHO HELPED YOU GET THERE GG.
#268
$100k sounds like a lot of money, because it is a lot of money. I understand what your saying, $100k goes quick once you figure in expenses etc., but how many people on these boards have made $100k on any single project of their own? Half a dozen.. less?
Not sure what your getting at in the beginning there, but the rest is not nearly as clear cut as that. Throw together a flash game and make $100k in about a month and a half? That's true, and it's also true I could be struck by lightning walking out the door this morning.. doesn't mean there's great odds of either taking place. Being a game developer, especially an effective one means alot more than that, at least initially. Actually this could be it's own thread it encompasses so much.
Didn't know Tim did that, but I agree with all this, especially the point your making in general.
I'm one of those artist types.. not sure about the part of bleeding the contents of my soul out onto the keyboard.. uncaring world stuff. Not sure what this all means.. artists whine to much? Either way, Torque HEAVILY leans away from these artist types focusing on Programmers (historically for obvious reasons). Didn't mean that poorly, but looking at the community it's pretty clear.
I think GG has made great strides with T3D, and it sounds like there are some big plans for the near future. This in itself is why I'm sticking with Torque.. that and GG's castle building abilities.
11/19/2009 (10:09 am)
@ PatQuote:$100k sounds like a lot of money until you start paying bills.
$100k sounds like a lot of money, because it is a lot of money. I understand what your saying, $100k goes quick once you figure in expenses etc., but how many people on these boards have made $100k on any single project of their own? Half a dozen.. less?
Quote:I've gotta agree with the >$100k gross (not net), and it's probably not worth making the game. You can throw together a Flash game that grosses $100k in, I'd say, about a month and a half easy. Being a "game developer" means making games, and staying in business means selling them.
Not sure what your getting at in the beginning there, but the rest is not nearly as clear cut as that. Throw together a flash game and make $100k in about a month and a half? That's true, and it's also true I could be struck by lightning walking out the door this morning.. doesn't mean there's great odds of either taking place. Being a game developer, especially an effective one means alot more than that, at least initially. Actually this could be it's own thread it encompasses so much.
Quote:Indy game developer means Tim Aste living in his car until he can get paid. It's cramming a bunch of people into a house because nobody can afford rent. Walking over a mile, carrying your stuff by hand to GDC cuz you gotta stay at the cheap hotels. You guys seem to be forgetting the "game developer" part, in favor of the "indy" which is a word that just continues to lose meaning and edge.
Didn't know Tim did that, but I agree with all this, especially the point your making in general.
Quote:I think the problem is that people don't want to be "indy game developers" they want to be starving artists; bleeding the contents of their souls out onto the keyboard only to have an uncaring world wash it away in... ah you guys are better at these sob stories than I am.
I'm one of those artist types.. not sure about the part of bleeding the contents of my soul out onto the keyboard.. uncaring world stuff. Not sure what this all means.. artists whine to much? Either way, Torque HEAVILY leans away from these artist types focusing on Programmers (historically for obvious reasons). Didn't mean that poorly, but looking at the community it's pretty clear.
I think GG has made great strides with T3D, and it sounds like there are some big plans for the near future. This in itself is why I'm sticking with Torque.. that and GG's castle building abilities.
#269
No one can hear you scream on teh interwebs... But seriously, if you look at the T3D page, if you own TGE or TGEA, the price you paid is reduced from the T3D price, so you only pay the difference. That's really the most sensible thing to do, and it was done.
They had to hire 40 people to get T3D out the door, whereas you grabbed up TGE at "$80", and as they ask the community about ideas for price points and improvements you feel the need to post your feelings of entitlement for a lower priced version based solely on your purchase of an earlier version almost 5 years ago and all the community support and resources that went with it. Kettle, meet Pot.
I don't think Pat meant that $100k would roll in during that month and a half, but that you can roll out a flash game within that time, which is very true, and not at all like being hit by lightning (well, you might get a tingle on the back of your neck, I suppose). His point is that if you have a good product, you can make good money from it.
Another point is that race care mechanics pay the same price for a given set of tools as the guy working on his '69 Charger in the garage, regardless of their obvious differences in expectations and ROI. Any developer who states that they should be able to pay less because they are less capable are really just whining, IMO. The fact is, anyone who takes the time to get the proper skillset, team, and assets in place can make a $100k game. Time is only a factor in the complexity of the assets and/or feature code (look at Diner Dash- that pulled in millions). The success of a team has less to do with tools or engines even, but the leadership and skillset of the team.
I see a lot of people here selling themselves short, and just like any other contest: If you're head ain't in it, you ain't gonna win it. Which is why 99% of Indie projects fail. But asking for, and getting, T3D at a lower price won't change that failure rate- it's just a different issue than what engine or tools a team uses.
11/19/2009 (11:03 am)
Quote:BRING DOWN THE PRICE FOR THOSE OF US WHO HELPED YOU GET THERE GG
No one can hear you scream on teh interwebs... But seriously, if you look at the T3D page, if you own TGE or TGEA, the price you paid is reduced from the T3D price, so you only pay the difference. That's really the most sensible thing to do, and it was done.
Quote:Now Im left behind in a torrent of greed and no indy pricing to speak of
They had to hire 40 people to get T3D out the door, whereas you grabbed up TGE at "$80", and as they ask the community about ideas for price points and improvements you feel the need to post your feelings of entitlement for a lower priced version based solely on your purchase of an earlier version almost 5 years ago and all the community support and resources that went with it. Kettle, meet Pot.
Quote:Throw together a flash game and make $100k in about a month and a half? That's true, and it's also true I could be struck by lightning walking out the door this morning.. doesn't mean there's great odds of either taking place
I don't think Pat meant that $100k would roll in during that month and a half, but that you can roll out a flash game within that time, which is very true, and not at all like being hit by lightning (well, you might get a tingle on the back of your neck, I suppose). His point is that if you have a good product, you can make good money from it.
Another point is that race care mechanics pay the same price for a given set of tools as the guy working on his '69 Charger in the garage, regardless of their obvious differences in expectations and ROI. Any developer who states that they should be able to pay less because they are less capable are really just whining, IMO. The fact is, anyone who takes the time to get the proper skillset, team, and assets in place can make a $100k game. Time is only a factor in the complexity of the assets and/or feature code (look at Diner Dash- that pulled in millions). The success of a team has less to do with tools or engines even, but the leadership and skillset of the team.
I see a lot of people here selling themselves short, and just like any other contest: If you're head ain't in it, you ain't gonna win it. Which is why 99% of Indie projects fail. But asking for, and getting, T3D at a lower price won't change that failure rate- it's just a different issue than what engine or tools a team uses.
#270
Maybe asia just sucks, but $100k is my 5 years salary :P
Lastly, i agree with everything Ted said, but would like to focus on this point "The fact is, anyone who takes the time to get the proper skillset, team, and assets in place can make a $100k game." In this case, yes it is possible, I'm not talking studio size, but a decent team would be at least 4-5 members in development of about a year at least. In which case, $100k wouldn't cut it. If you're a 1-3 man team working in your free time, things are totally different. To produce that same level as the previously mentioned team, you're either going ot have to give up sleep, or prepare to spend a looooooooong time. It is important to note that the $100k is for per game and not programmer. Unless you're trying to be a one man army and steal it all for yourself :P
11/19/2009 (11:50 am)
If you could roll out a flash game which can earn $100k in that time... well, i'd better start learning flash now. I could churn out 8 games a year netting me $800k ! Woohoo !Maybe asia just sucks, but $100k is my 5 years salary :P
Lastly, i agree with everything Ted said, but would like to focus on this point "The fact is, anyone who takes the time to get the proper skillset, team, and assets in place can make a $100k game." In this case, yes it is possible, I'm not talking studio size, but a decent team would be at least 4-5 members in development of about a year at least. In which case, $100k wouldn't cut it. If you're a 1-3 man team working in your free time, things are totally different. To produce that same level as the previously mentioned team, you're either going ot have to give up sleep, or prepare to spend a looooooooong time. It is important to note that the $100k is for per game and not programmer. Unless you're trying to be a one man army and steal it all for yourself :P
#271
No one can hear you scream on teh interwebs...
Maybe if you turn your speakers up ... 8D
11/19/2009 (11:56 am)
@TedNo one can hear you scream on teh interwebs...
Maybe if you turn your speakers up ... 8D
#272
11/19/2009 (1:30 pm)
Yeah Dreamarvel, my thoughts on that "It's easy to make a web game that can gross $100k in a month" sentiment is: You're kidding me right? Don't you think if it was easy to make a game that can gross 100k in a month that we would all be doing it??
#273
It is possible, but you need to think different for that to happen. That can be hard when you think of something as a hobby, and even harder when you have never run a company before.
I wouldn't exactly say that it was gonna be easy (for me at least), but it's far from being impossible.
11/19/2009 (1:38 pm)
Fortunately for me, that sentiment leaves me with a smaller competition on the business side of things. ;)It is possible, but you need to think different for that to happen. That can be hard when you think of something as a hobby, and even harder when you have never run a company before.
I wouldn't exactly say that it was gonna be easy (for me at least), but it's far from being impossible.
#274
Of course not. Some people aren't as good at game design as others, so many games will flop, which is true in all marketspaces. But Pat is right: You can make a flash game in a month and a half. Whether it grosses $100k or not is dependent on your design skills. If you look at the ones that do that, you'll find that they are amazingly simple games. So, yes, you can indeed do that.
11/19/2009 (2:50 pm)
Quote:Don't you think if it was easy to make a game that can gross 100k in a month that we would all be doing it??
Of course not. Some people aren't as good at game design as others, so many games will flop, which is true in all marketspaces. But Pat is right: You can make a flash game in a month and a half. Whether it grosses $100k or not is dependent on your design skills. If you look at the ones that do that, you'll find that they are amazingly simple games. So, yes, you can indeed do that.
#275
11/19/2009 (11:08 pm)
From what I've just seen added to T3d is simply amazing (I don't think they should lower the price at all). Wow eee WOW!!!! the forest editor, Sketch tool, and the prefab kit is just toooo sweeet for words.
#276
1. Real 3D first view;
2. Multi-language support.
11/21/2009 (3:42 am)
Comparing with the Unreal engine, there are 2 features I wish to have in T3D:1. Real 3D first view;
2. Multi-language support.
#277
11/25/2009 (4:17 pm)
I'm sure we'll hear when we hear, but any update on if you guys think you will have an announcement on black friday since it's closing in? Getting anxious.
#278
11/25/2009 (4:42 pm)
You guys will have an update on Monday next week. You'll be happy :)
#279
11/25/2009 (8:46 pm)
Brett commands the power of the Jedi. The force is strong with him.
Torque Owner Edward Smith
Silencersoft
How many resources do we currently have which are for TGE or TGEA only? It's become a mess finding things because you have T3D and want a resource that was made for TGE or TGEA. We need to move forward. With that said T3D resources should be default and TGEA and TGE resources should be in a vault.
I think there should be a free T3D minus source-code and minus some advanced features.