Beginner's Qs
by W J Kel · in Torque 2D Beginner · 04/23/2013 (8:21 pm) · 4 replies
Hey guys! I am completely new to games development and I would like to know more about the differences between the paid Torque2D engine and the MIT licensed one? Apart from their prices (former costing $128 and the latter free), are there any major features that one has while the other not?
Also, having downloaded the (MIT version) source code from git, I realised that it does not have any executables (unlike other engines, say, Unity where download it and then play with engine)--does it include any editors?
Thanks for your time guys. Cheers.
Also, having downloaded the (MIT version) source code from git, I realised that it does not have any executables (unlike other engines, say, Unity where download it and then play with engine)--does it include any editors?
Thanks for your time guys. Cheers.
#2
* Runs on Windows, OS X, and iOS at blazing speed (old version does not have iOS)
* Box2D physics, plus advanced physics controllers added on
* Full asset management system
* Data driven via XML, JSON, or binary
* Full XML schema support
* Support for 3rd party tools keeps rolling in
* Frequent updates, with fast turn around on bug fix requests (hours, if not a day or two)]
* No editors
The only thing the old engine has going for it is the editor suite. If you do not want to do any compiling, you can grab the precompiled Torque 2D 2.0.
Most importantly, be sure to start reading our newest Torque 2D wiki. This is where we are writing all the new documentation.
04/24/2013 (4:51 am)
Here is a list of the main features that Torque 2D MIT has over the legacy, paid version: * Runs on Windows, OS X, and iOS at blazing speed (old version does not have iOS)
* Box2D physics, plus advanced physics controllers added on
* Full asset management system
* Data driven via XML, JSON, or binary
* Full XML schema support
* Support for 3rd party tools keeps rolling in
* Frequent updates, with fast turn around on bug fix requests (hours, if not a day or two)]
* No editors
The only thing the old engine has going for it is the editor suite. If you do not want to do any compiling, you can grab the precompiled Torque 2D 2.0.
Most importantly, be sure to start reading our newest Torque 2D wiki. This is where we are writing all the new documentation.
#3
So, I take it that all 'games development' processes are done through code and compiler? It sounds a little daunting at the moment but that's just my little beginner brain whining. Heh. I'll make sure to study the documentation and all to get my feet wet.
Thanks guys for the responses. :)
Also another question for Michael, if it isn't too much trouble, how long have you guys been working on the editors for the MIT version? Just out of curiosity.
04/26/2013 (7:41 am)
Ah, that makes sense now. I haven't really had the time to read through the Wikis yet and downloaded it right away without consulting one. Got too excited there methinks. So, I take it that all 'games development' processes are done through code and compiler? It sounds a little daunting at the moment but that's just my little beginner brain whining. Heh. I'll make sure to study the documentation and all to get my feet wet.
Thanks guys for the responses. :)
Also another question for Michael, if it isn't too much trouble, how long have you guys been working on the editors for the MIT version? Just out of curiosity.
Torque Owner Lukas Joergensen
WinterLeaf Entertainment
The only caveat is that the MIT doesn't have any editors so you have to do everything by code.
The purchased one on the other hand do have editors but it doesn't have all the features of the MIT version.
For executeables you will have to compile it yourselves AFAIK.
Editors for the MIT version is in the design phase, they prolly not coming to the engine for some time. Depending on the community ofc.