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I'm a little confused - what do I need to buy?

by Jules Brovont · in General Discussion · 09/16/2009 (2:32 pm) · 8 replies

Hello everyone - I'm new here, so I'd like to say hi first! :) I recently downloaded the Torque X (demo?) and have been tinkering around with it. After trying a whole list of other engines, I'm hooked on the ease of programming. I have to admit it took me a little while to get my head around how its component system works - I'm still learning - but now that I have a handle on it, it feels like RAD meets game programming.

Anyway, I want to get the indy license and get started on roughing in a prototype project, but I'm not sure what exactly it is I need to buy. (TEGA, TorqueX etc...or are they all the same thing?) I want the ability to code in C# - C/C++ isn't a problem, I just don't think I need that much control under the hood at this stage. I want to build against the T2D and T3D functionality, I need the networking functions that Torque offers, and I need the ability to create, import and use terrains, objects, buildings etc. I guess I'm just not sure which product and license I need here. I flipped through The Complete Guide to Torque X, and tried to build some of the examples but XNA Studio 3.1 barfed errors, and aparently the demo libraries don't have the T2D assemblies I need. Help! :)

Jules

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#1
09/16/2009 (11:47 pm)
I think your choice of engine will probably be dictated by the platform you're targeting - if you got TorqueX, you're intending to publish on the Xbox, right? TGEA/T3D are for PC(/Mac/Linux, maybe), and there are separate products again for the iPhone and Wii.
#2
09/17/2009 (2:05 pm)
I'm targeting the desktop Win/Mac platform, so that should put me squarely in TEGA territory. After looking through the site though, I see that TEGA seems to have been rolled into T3D, and there isn't an indie version available until T3D reaches v1.0, correct? I found TEGA under "previous versions" of T3D and was able to add that to my cart.

I've read through a significant portion of the documentation on TEGA. My next question is, since TEGA is distinctly different from Torque X, is there any way to try coding with it before I buy?
#3
09/17/2009 (2:36 pm)
The Indie/Commercial separation is a bit different in regards to Torque 3D. There has been no final word about the Basic version yet -- so it's looking like only one version of Torque 3D, with an option for a Studio license.

You're limited to using Torque Script with the TGEa demo. You don't get source code access until you've purchased it and have a license.

There will likely be upcoming announcements about Torque3D demos, and something official about the future of the Basic version coming soon. So go ahead and start learning through TGEa and you'll be well prepared if you decide to go the Torque3D route.
#4
09/17/2009 (11:59 pm)
So your recommendation would be to buy the indie TEGA license and look for some kind of upgrade path to Torque 3D in the future?
#5
09/18/2009 (1:34 am)
I would use the Forge Demo, hit F11 to access the editor and start playing around with it before you decide...

I found these tutorial helpful:

http://vimeo.com/2311159

There will be things the tutorial tells you to do that you won't be able to get to work (*cough* putting water into the level). If you get the Barricade demo you should be able to get everything you need from there to get it to work. Buy a couple stock houses and make yourself a little town, with roads and all. Do a search for "Sharp Trees" and you can find some trees to put down. Figure out how to make the soldier actually spawn and walk around.

After you've done all that, come back and watch all the videos about T3D and decide whether you want to get TGEA or T3D.

Well, at least that's what I did the last couple of weeks, and I am ready to make my purchase of T3D Professional, tomorrow morning. Going to pay the money, THEN tell my wife, and hope she doesn't kill me!
#6
09/18/2009 (5:42 am)
@Joel: Hide the purchases by buying one engine at a time, upgrading to each new generation of 3D engine. I'm sure it'll slip unnoticed between other purchases ;)

@Jules: Follow Joel's advice, and if it seems right for you, T3D is going to be all that and a ton of new features, tools and improvements. GG seem to like delta upgrades, so you only pay the difference when upgrading. T3D supports the shiny, new Collada format. It's almost standard everywhere, maybe not perfect, but most modelling tools support it. You might grow to hate DTS exporters, which you need to get the models into TGEA (unless you go with pre-packaged model packs - you'll find many great ones support DTS).

Search the artist forums for links to places with free and cheap models/textures/sounds, too. Most of my asset link collection comes from there.
#7
09/18/2009 (8:32 am)
Nah, we've talked about it already and she knows its coming, I'd rather take my lumps all at once than to slowly drag it out over time.

Yeah, Ronny is right about the exporters. Its one of the reasons I am choosing T3D. If you play around with buying some stock models made in other formats other than DTS, you will get a nice workout in trying to figure out how to get them into Torque. I have played around with the 30-day trial of 3ds Max, Blender, Milkshape, Blender, Toque Showtool, Constructor, Max2Ctor, and all kinds of other plugins getting things to work.
#8
09/18/2009 (5:17 pm)
First of all, thanks a bunch for all of your helpful replies! A solid community is a big reason I began leaning towards Torque, and you guys have really affirmed my decision. I read through the official online TEGA manual, and I think I'll go ahead and get the indie version and look for an upgrade to T3D at some point after I have my design document finalized and a playable demo going in TEGA. Built in Collada support looks pretty juicy, but unfortunately I don't have the money to buy T3D atm.