What Happened to the 10K License?
by Tim Ryness · in Torque Game Engine · 07/20/2004 (11:16 pm) · 9 replies
Originally when I was looking into this it seemed to me there was the (indie)100bucks the
commercial (500), and the 10k license. Is this still the case? Is it now required to display the
splash screen? What we wanted to use TGE engine for was a clean starting point, we have an in
house engine that is extremely powerfull, but is missing lots of functionality that frankly
don't have time to implement. What we planned to do was evaluate torque, get some stuff ported
over and then rip apart the engine and use TGE/TSE stuff as a base, pay the full amount and have
no restrictions on what was needed to be displayed or shown(splash screen). Except now I was
looking around and before it seemed as though the 10k+1k(TSE) license was do whatever you want no
restrictions etc etc. I can understand GG's view on a splash screen I get that, but it could
damage the prospects of using this engine. Also we don't have any plans to use GG as a publisher.
Thanks,
Tim
commercial (500), and the 10k license. Is this still the case? Is it now required to display the
splash screen? What we wanted to use TGE engine for was a clean starting point, we have an in
house engine that is extremely powerfull, but is missing lots of functionality that frankly
don't have time to implement. What we planned to do was evaluate torque, get some stuff ported
over and then rip apart the engine and use TGE/TSE stuff as a base, pay the full amount and have
no restrictions on what was needed to be displayed or shown(splash screen). Except now I was
looking around and before it seemed as though the 10k+1k(TSE) license was do whatever you want no
restrictions etc etc. I can understand GG's view on a splash screen I get that, but it could
damage the prospects of using this engine. Also we don't have any plans to use GG as a publisher.
Thanks,
Tim
About the author
#2
See this thread for a long discussion/rant on it with GG responses/answers.
07/21/2004 (3:31 am)
The sky isn't falling :-) See this thread for a long discussion/rant on it with GG responses/answers.
#4
The $495 per seat commercial license has no logo or advertising restrictions whatsoever.
If you have any specific questions, you can email us. We'd be interested to hear what you're working on too, if you feel like sharing. :)
07/21/2004 (7:39 am)
Tim,The $495 per seat commercial license has no logo or advertising restrictions whatsoever.
If you have any specific questions, you can email us. We'd be interested to hear what you're working on too, if you feel like sharing. :)
#5
it just got better, I can't believe the license is this cheap. I probably can't share too much
at this time, cuz I don't call the shots, I just make the code :) I had followed some other
threads, and I came to the conclusion that I wasn't sure what the restrictions were, so I just
thought I drop a line. As a programmer of the previous engine(mostly), I got sick of it, don't
get me wrong it's super fast (around 40mil a second) but mostly just a fast engine, without
lots of systems for making a game, that I didn't want to write myself, I wanted to focus more
on making a killer game than writing lots of netcode, more tools, new systems for xyz, etc.
Torque with TSE is practically perfect, the greatest thing is having the code, really this
engine way underpriced :) Anyways gotta bail, thanks for all the support around here, this place
is truely amazing.
07/21/2004 (9:47 am)
I'm just trolling along here, getting my feet wet, without drowning :) I have a master plan and it just got better, I can't believe the license is this cheap. I probably can't share too much
at this time, cuz I don't call the shots, I just make the code :) I had followed some other
threads, and I came to the conclusion that I wasn't sure what the restrictions were, so I just
thought I drop a line. As a programmer of the previous engine(mostly), I got sick of it, don't
get me wrong it's super fast (around 40mil a second) but mostly just a fast engine, without
lots of systems for making a game, that I didn't want to write myself, I wanted to focus more
on making a killer game than writing lots of netcode, more tools, new systems for xyz, etc.
Torque with TSE is practically perfect, the greatest thing is having the code, really this
engine way underpriced :) Anyways gotta bail, thanks for all the support around here, this place
is truely amazing.
#6
07/21/2004 (9:59 am)
I don't mean to bust your bubble, but I don't believe TSE will have the same commercial licensing fee. It might be something like nearly $1,000 per seat from what I can tell based on the Indie license of TGE and TSE differences.
#7
== edit ===
Also the only reason we would even use TSE is because of the dx9 stuff, and the shader generator,
we plan to write our own engine features, if we used TGE, we would have to write our own dx9 stuff
replacing the slow wrapper around the opengl calls, which probably would take some time, in fact
I like the fact that opengl isn't supported yet because of some increased complexity in adding
support, which we have zero interest in using. I'm just trying to figure out when to cut the cord
on the current state of TSE and build from it. I have been trying to figure out when opengl will
be going into TSE, is it before some of the other features that are missing, such as waterblocks,
particles, sounds, etc. I would hope that the core stuff would be back into TSE, before porting
it to opengl, but I know there are lots of people who want opengl stuff now. I have put the sound
into TSE before it was easy, but I was thinking it might be better to wait for you guys to put it
in, it might be more featured or something, honestly the sound probably can wait month or two.
07/21/2004 (12:14 pm)
Thats not a problem, so it would be like 495 + 1k per seat? By seat we are talking per programmer correct? Artists don't need access to CVS code etc.== edit ===
Also the only reason we would even use TSE is because of the dx9 stuff, and the shader generator,
we plan to write our own engine features, if we used TGE, we would have to write our own dx9 stuff
replacing the slow wrapper around the opengl calls, which probably would take some time, in fact
I like the fact that opengl isn't supported yet because of some increased complexity in adding
support, which we have zero interest in using. I'm just trying to figure out when to cut the cord
on the current state of TSE and build from it. I have been trying to figure out when opengl will
be going into TSE, is it before some of the other features that are missing, such as waterblocks,
particles, sounds, etc. I would hope that the core stuff would be back into TSE, before porting
it to opengl, but I know there are lots of people who want opengl stuff now. I have put the sound
into TSE before it was easy, but I was thinking it might be better to wait for you guys to put it
in, it might be more featured or something, honestly the sound probably can wait month or two.
#8
07/21/2004 (12:17 pm)
Have you looked at the pricing in our store? A commercial seat is all you have to pay for. We don't compound our fees.
#9
thought that TSE was an addon, for another 1k. So 11k total which would probably been fine, but
I like 1k for the TSE engine sounds even better. I think I might have been more confused because
of the early adopters thing, where it's $100(TGE) for indy, plus $150 for the TSE, and you have to
have TGE before you can buy TSE.
07/21/2004 (12:28 pm)
Oh ok, so all you pay for would be TSE at (1k) When I purchased this it was (TGE) 10k, and I thought that TSE was an addon, for another 1k. So 11k total which would probably been fine, but
I like 1k for the TSE engine sounds even better. I think I might have been more confused because
of the early adopters thing, where it's $100(TGE) for indy, plus $150 for the TSE, and you have to
have TGE before you can buy TSE.
Torque Owner Bryan Walters
--Bryan