Question
by Shakey · in Torque Game Engine · 03/23/2005 (11:14 am) · 1 replies
I bought torque two weeks ago and had the book, 3D Game Programming all in one, way before deciding to buy the engine. I have really gotten fed up with the book, so decided to check out some tutorials in the forums. I found one that explains how to use the torgue engine to make games other than FPS as a starter, this also doesn't fully explain what to do exactly. So I went to 3DGS and downloaded the demo version of the A6 game engine. I have to say I was really impressed by the robust of working step by step tutorials. The question I am asking about is, I want to make something in an inside environment, but I heard that torque is only goog for outside worlds, is this true. Some of the tutorials for this game engine can't really be followed, I have posted other questions about the subject, no reply. I am starting to feel like I wasted my money. With 3DGS you can create 2D and 3D game content within the same engine but with Torgue you have to by them separately. Someone, anyone please help. Should I leave this engine alone(Torque), could anyone point me to some known working tutorials, inside scenes. Please don't point me in The 3D game programming all in one area, because personally I think the book is lousy.
Associate David Montgomery-Blake
David MontgomeryBlake
Have you created an interior, added it to your map, moved your spawn point inside of it, and removed the terrain (as long as you can't see it from inside)? I did that the first day I had Torque because I was looking at developing a 3D adventure game ala Echo Night.
I ran into the limits of A4/5/6 rather quickly, though; at least in terms of that project. I have updated the engine consistently because I like the engine and the community and have enjoyed seeing it evolve. Their networking is still an issue (with pro), and the other differences between the Pro and Commercial versions aren't worth the price of admission, IMO. But now I can't imagine making a Windows only title. The indie market for Mac and Linux games is simply too tempting. Now, if I were a large commercial publisher, those markets would be almost negligible. But if I were in that boat, I'd be looking at using an engine from Monolith, id, or Epic in that case. That's not an exclusive market that I want to be a part of. I'd rather release for Mac, Linux, and Windows to cover a wide market base.
WED is a great little CSG editor. Conitec did an excellent job on it. Quark, while non-intuitive interface-wise, is actually a nice, powerful editor if you go through the tutorials for it. Cartography Shop is another excellent solution, though it costs money. Of course, you can use WED to create your maps, export them to .map, and then compile them using the new map2dif if you like WED. MED is one of the worst modeling applications I've ever had the displeasure of using, though. Spending money on Milkshape will give you a few thousand times better modeling package. Of course, you can use Blender for free.
Now, you can use free tools to create content with Torque. You can use Blender and Quark and GiMP. That will give you a free artpath. They may not be the most intuitive solutions, but they're free and of a higher quality than some commercial applications.
Both are good engines. Choose the one that will get your game done.