Game Development Community

Tgea Versus Tge?

by Arcanor · in Torque Game Engine · 04/16/2007 (6:58 am) · 5 replies

Can anyone help me decide which engine I should be looking at?

I see that TGEA is the next evolution of TGE. The question is which is a better platform for me to use for an online RPG that I hope to release this year? I see that some people are saying the following things about each:

TGEA:
- better looking, more modern graphics
- lack of support for mac/linux end-users
- higher requirements for end-user graphics card capabilities
- crashes/compatibility concerns
- more advanced toolset (atlas)

TGE:
- more stable/proven engine
- much better documentation/tutorials
- more people using it, so this may have better community support
- fewer restrictions and prerequisites for game end-users

I'm proficient with C++ (I use VC++ express 2005 with SP1), and my game (http://www.arcanoria.com) currently uses Ogre, RakNet, Newton, FMOD, and I model using Blender. I've been developing my game title for about 3 months now, and still have a lot of engine work to go, if I stay on my current track.

I'm considering moving to Torque based on a knowledgeable friend's recommendation. My hope is that Torque can get me past much of this engine coding that I've been doing so far, and allow me to start doing some actual GAME development.

I like the features list of TGEA, but I also need something stable, and with excellent documentation/support. Is it really ready for a project like mine, or should I take the conservative approach and go with TGE?

Thanks in advance for any insights. :)

#1
04/16/2007 (7:40 am)
I would go with the conservative approach and add the moderanization kit (its in the private section) which gives some shader support. It depends on what you plan to with it. The TGE also has a lot more code that doesnt need to be tweaked for shaders, materials and other items. if your looking for a more "complete" and "lets get started and do something engine" TGE is your best bet, i also recommend AFX Kit as it adds a complete new dimension to particle effects to the TGE engine ( i believe that it is or has been ported to TGEA).

TGEA also requires a extra amount of tools, (shaders, atlas, and other items) while TGE is nearly complete toolkit built in (and with constructor available even more complete)
#2
04/16/2007 (7:49 am)
Thanks Edward.

Can you tell me anything more about this AFX/modernization kit you mentioned? Is it basically just an add-on to TGE that gives the capability of more advanced graphics, similar to what TGEA has natively?

As for Atlas, do you think it's unneeded? To be honest, I was really looking forward to using Atlas because of what the website said about water rendering/shading. Will the standard GeoTerrain be just as good?
#3
04/16/2007 (8:34 am)
@Arcanor - Atlas terrain will have absolutely nothing to do with rendering/shading. The modernization kit and similar resources will give you some pretty amazing graphics and water rendering, on par with TGEA (IMO). Implementation of these resources requires some C++ coding, but it's not very difficult to do so long as you have something like WinMerge.

While it is easier to create legacy TGE terrain, Atlas terrain has no limit on how large it can get. Hands down, the best looking and largest terrain you can make is implemented using Atlas.

AFX is the best purchase I've made for TGE. There is so much more functionality than just new particle effects. Mounting objects and effects is cleaner and easier, control over animations and avatars is significantly increased and made easier, and the over all effect system is not only beautiful, but useful for all situations.
#4
04/16/2007 (9:19 am)
@Arcanor - I had pretty high expectations for working with Atlas, not least of which was some kind of integrated tool. After a couple of months of trying to work with TGEA I ended up back with the same GeoTerrain that I was using in TGE because I considered the tool pipeline to be frustrating and incomplete.

Not being able to edit terrain in realtime was a major sticking point for me, so it's something worth bearing in mind if your decision is predicated on the value of Atlas terrain. Large, paged, detailed terrain is pretty cool; but unless it's critical to your project's success I'd recommend you spend some time working out your terrain pipeline before you commit to Atlas.
#5
04/16/2007 (9:46 am)
@Michael: I loved the AFX video. I will be picking that up for sure.

@Sebastian: I'm seeing a common theme here that TGEA (including Atlas) may not be what I need right now.

Thanks all for your kind advice! I'm going to go buy TGE now. :)