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Torque Engine Questions

by Andrew Sparke · in Torque Game Engine · 08/06/2005 (8:30 pm) · 5 replies

Hey fella's.....
A few questions before I buy the engine,
Theres alot of talk about the netcode
is it still possible to make an objective(single player) based FPS using the starter kit ?

what sort of editor comes with it?
Got the demo checked out the F11 option is there anything else?

Is it capable of using video files?


cheers.

Andrew

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#1
08/06/2005 (9:15 pm)
Question 1: Yes, its just a matter of removing the opition to host a multplayer game, and removing the gui that lets you join a sever
2:theres the F11 editor, and you can edit the terrain with that. but for making buildings you have to use a program like Quark, then export as a .dif and add it via the editor.

3: I think it is, but it might olny work for windows...(your gonna need the source to enable it...i think)
#2
08/06/2005 (9:44 pm)
Have you played with the demo, Andrew? You'll find more info about editors, if you play with the demo.

For your last question, see this: Plan for Ben Garney
#3
08/07/2005 (3:29 am)
Thanks kc,

David..... Playing around with the demo,
awesome detail I've been working on a WWI FPS for a while now on another engine (GStudio)
and I am really not happy with the final product.... Question is for $130 AUD in your opinon would it be worth it?

thanks,

Andrew
#4
08/07/2005 (9:44 am)
Hi Andrew,

I haven't used GStudio so I don't know what it's like. Unless you mean 3d gamestudio from conitec, in which case, i dont like it.
If you do mean 3d gamestudio, then Torque is like the 'professional' version.

Torque isn't a click'n'play type of product. You will have to get dirty and build things to get it to go.

I have tried using many types of engines/languages and I will be sticking with Torque.
It has come a long way and continues to get better. Version 1.4 is getting close and will contain a lot of updates/fixes and new features.
There are a lot of resources, allowing you to tweak the engine the way you want.
There is a lot of freedom available with Torque.
Making an FPS with Torque is great, as FPS/TPS was it's main focus when it was created.

I know how it feels to keep plunking down money on different products and had to pay close to 130 for Torque myself. (I'm in Canada)
I do think you will find it worthwhile if you play with the demo. There are many things you can do with just the scripting. For a while, I thought I bought an indie licence too early, but as I worked with Torque more, I kept finding that I liked it more and more.

Like everything else in the world, Torque has issues. However, you'll find fixes and different ways of doing what you want easily, here on this site.
And with TDN (torque developer network) coming soon, it will be even easier.
#5
08/07/2005 (12:01 pm)
I agree. Torque is excellent. I've worked with several other game engines (mostly authoring apps) , and it's certainly easier to put a fast game together with those games from scratch. It took some mental adjustments on my part. Other apps you build "bottom up", (meaning you start with essentially nothing), but with Torque it's more of a "top down" approach. A lot of what you need is already in there, or there's a structure in there that can be modified to make it work.

Whether it's worth 130 units of your local currency is an easy issue. The answer is NO! It's worth exponentially more than that. This is a professional quality engine with amazing netcode and tons of features. The fact that they're selling it for such a low price, I see as a very liberal move on their part. I bought the engine after playing with the demo for a few months, and it was the best $100 I've even spent on gamedev.

You can find hundreds of other engines out there, but you need to ask yourself:

1. How many have a community that can rival this
2. How many are as feature rich as this
3. How many are truly crx platform
4. How does their speed and ubiquity compare? (Torque can run on virually any machine)
5. How many have such a large wealth of user contributions
6. How many have built in netcode like this

How many can compete in the areas of...
7. complex character support
8. easy to implement environments, weather, shadows, sophisticated LOD
9. price
10. GUI, and in-game editor

and what I find is that there are several engines that can compete in several of these items but none that I've found that can match ALL OF THEM. It all depends on what's important to you, though , in terms of features.

The most difficult thing for me so far was the art path. I'm used to other engines.... the exporter takes all of 3 minutes to learn and you've instantly got objects in your game. With Torque, characters and interiors will take some time to learn. But that's also changing. Sickhead games has released the Torque pipeline for character shop with is superb and very easy to learn. And, if you are using 3ds max, Smdlabs.com has released some excellent videos for animated character export. So that learning curve is softening.

All in all, I believe it's worth it. The biggest thing is to do searches on these forums and rely on the community, which will help to serve as a guide through the waters. Good luck.