Game Development Community

TGEA VS other Engines

by Austin Reynolds · in General Discussion · 11/25/2007 (5:35 pm) · 22 replies

Instead of going thru what all the features are for both TGEA and http://unity3d.com/unity/ maby someone can just tell me what TGEA does not have that unity has? only real difference from tge and tgea I can find on the website is the graphics pipline being rebuilt and terrain paging. I want to know things like does TGEA work well with server clusters? So you can have 3 of x maps on 1 server and 5 of x maps on a different server ect....

If there are other ENGINES out there SIMULAR to torque let me know also. I dont want to hear about something thats just a GRAPHICS ENGINE. Sorry for the caps but alot of people have messaged me and its just a graphics engine.

Thanks for any advice.
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#21
02/09/2008 (1:10 am)
I am not quite agree 3D Gamestudio A7 is a joke, I have Torque 1.4.2 license, but after learning/working on it several months I decided using A7 for my project. The new lite-C is flexible/fast enough for any kind of game.
I haven't work on networking stuff yet.
#22
02/09/2008 (7:24 am)
There's a lot of competition in the Indie game engine department these days. Back around Y2K Torque pretty much stood alone. Now there's a plethora of excelent engines, tools and libs.

You just have to choose what fits your teams skill level. Just look at what successful indie games are out there, only a tiny fraction are made with Torque. There's a lot of catching up for Garage Games to do, it's not enough to have pretty shaders and shadows, those can be done with almost any engine to the same level and are fundamentaly an art tool, not so much an engine feature.

One area that Torque still stands out is networking, and in some ways even though BSP and CSG is somewhat outdated, it does make it easy to mod and create simple levels even for a novice. Something that fits nicely in a gamers comfort zone with familiarity of similar tools helping get them running off the bat.

At the end of the day it doesn't make it any easier to actualy go on to finish a game, and limits what you can do to some extent because making torque work in genres it wasn't designed for is extremely difficult without an experienced team with solid C++ knowledge.
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