Now that the awful topic is gone...
by pl cossette · in Torque Game Engine Advanced · 06/15/2006 (2:21 pm) · 26 replies
#22
Agreed. T Squared starts off making some great points, then he totally breaks his credibility by making insultive remarks about someone based on their national origin.
If you don't agree with Marcel then ignore him or post your opinions to the contrary. But don't throw insults based on nationality or country of origin.
06/19/2006 (7:41 am)
> T Squared is a troll. Agreed. T Squared starts off making some great points, then he totally breaks his credibility by making insultive remarks about someone based on their national origin.
If you don't agree with Marcel then ignore him or post your opinions to the contrary. But don't throw insults based on nationality or country of origin.
#23
Hint: The original thread was deleted for a reason.
T.
06/19/2006 (8:24 am)
God damnit, take the petty bickering elsewhere and stop ruining these forums for the rest of us.Hint: The original thread was deleted for a reason.
T.
#24
Free/Open Source engines are often poorly documented and poorly supported. I understand that $100 or $150 can seem like a lot of money, but given the fact that other remotely-closely featured engines will run in the multiple thousands I would say $100 is pretty fair.
I've tried building an engine from the ground up with DirectX. It took me 3 months to get something equivalent to Sega Genesis on the screen. I've had the opportunity to work with 2 other pro-level game engines: Jupiter's LithTech engine, and another company's internal engine. With the exception of a couple features, Torque's was better.
No, Torque will not make your game for you. It will require a lot of work and time. But you will be further ahead using it than you would be without it.
06/19/2006 (8:33 am)
There is no other way to say it: making a game is a lot of hard work. It is nothing like playing a game. However, if you (speaking to anyone in general) are really serious about making a game I can say that you are further ahead using Torque than you would be otherwise.Free/Open Source engines are often poorly documented and poorly supported. I understand that $100 or $150 can seem like a lot of money, but given the fact that other remotely-closely featured engines will run in the multiple thousands I would say $100 is pretty fair.
I've tried building an engine from the ground up with DirectX. It took me 3 months to get something equivalent to Sega Genesis on the screen. I've had the opportunity to work with 2 other pro-level game engines: Jupiter's LithTech engine, and another company's internal engine. With the exception of a couple features, Torque's was better.
No, Torque will not make your game for you. It will require a lot of work and time. But you will be further ahead using it than you would be without it.
#25
its not a racist comment. hes from quebec, so i spoke to him in french. I French is my second language. and English is my third. hence the reason for my bad spelling. BTW he started the bickering, well from the last post.
@Dave
You don't have to believe me, but its the truth. I'm not a troll. i'm just speaking the truth. instead of complainning, try doing something. you guys sit here all day complainning, why not try to do something. the excuse that you can't is totally BS. people have already produce some games off this engine(they're reasons why GG is still open). Believe me this is one of the most userfriendly game engines to use. the only other engine, i would use over this would be the unreal engine, but thats too much money. if you have ever use the Quake engines, from Q2-Q3, or even QFusion, you would very much appricieate this technology. For example, do you know how hard it is to create a block of terrain in quake? its a lot of work. more work then to do one with the atlas terrain. This is not stable business depot, there is no easy button.
When i was in production of working on my own game, i've used several game engines a head of time. hell i even wrote my own ogl base game engine, working for the psp(homebrew). i've found that i ended up spending close to a year writting mutiple versions of it, but never satistfied with it. Thats when i decided to drop it. and after much research, i decided to give torque a try. I've use many game engines out there, Ogre3d, Q2,Q3,Qfusion, Unreal(mod). and none of them (beside unreal), had its own set of user friendly toolkits, or flexibility. so thats why i went to torque.
Sure it has its problems, and i really really do want TSE to come out asap. but after much research, i know it wont be for a while. i too, was disapointed with TGE, and didnt want to use it originally. but after i gave it a chance, and diged more into it. its not as bad as people say it is.
Bottum line: This topic will never end! this topic is like DX vs OGL, everyone has there opinion, and wont ever die. So i ask the Moderators to just shut this post down.
06/19/2006 (10:02 am)
@Timits not a racist comment. hes from quebec, so i spoke to him in french. I French is my second language. and English is my third. hence the reason for my bad spelling. BTW he started the bickering, well from the last post.
@Dave
You don't have to believe me, but its the truth. I'm not a troll. i'm just speaking the truth. instead of complainning, try doing something. you guys sit here all day complainning, why not try to do something. the excuse that you can't is totally BS. people have already produce some games off this engine(they're reasons why GG is still open). Believe me this is one of the most userfriendly game engines to use. the only other engine, i would use over this would be the unreal engine, but thats too much money. if you have ever use the Quake engines, from Q2-Q3, or even QFusion, you would very much appricieate this technology. For example, do you know how hard it is to create a block of terrain in quake? its a lot of work. more work then to do one with the atlas terrain. This is not stable business depot, there is no easy button.
When i was in production of working on my own game, i've used several game engines a head of time. hell i even wrote my own ogl base game engine, working for the psp(homebrew). i've found that i ended up spending close to a year writting mutiple versions of it, but never satistfied with it. Thats when i decided to drop it. and after much research, i decided to give torque a try. I've use many game engines out there, Ogre3d, Q2,Q3,Qfusion, Unreal(mod). and none of them (beside unreal), had its own set of user friendly toolkits, or flexibility. so thats why i went to torque.
Sure it has its problems, and i really really do want TSE to come out asap. but after much research, i know it wont be for a while. i too, was disapointed with TGE, and didnt want to use it originally. but after i gave it a chance, and diged more into it. its not as bad as people say it is.
Bottum line: This topic will never end! this topic is like DX vs OGL, everyone has there opinion, and wont ever die. So i ask the Moderators to just shut this post down.
#26
06/19/2006 (10:46 am)
Hahhaha
Torque Owner Chris "C2" Byars
Ion Productions