Game Development Community

Torque Game Builder Pro: Limits on complexity?

by Chris · in Game Design and Creative Issues · 01/27/2008 (2:50 pm) · 2 replies

Hey guys, I'm considering purchasing Torque Game Builder Pro (INDIE License). I've downloaded the demo, but I'd like to know from people who have used the product extensively, or at least own it, their thoughts. The game I'm wanting to make will have some significantly complex elements, is there any limit to the complexity of things you can create using Torque Game Builder Pro? Or can you simply manually program it in if it's not a built in feature?

Thank you for any help!

#1
01/28/2008 (7:10 am)
I certainly haven't hit the wall on complexity. I've been using Torque for a year and a half, adding whatever I needed. If you know C++, then you can very easily extend the engine. If you don't, you can code in TorqueScript (it's a scripting language that looks like C++ (but you'll be fine if you know Java, C or anything like that)). Is there a particular project you have in mind?

To give some perspective on complexity, I coded a game tree for Chess. The game looks up to ten moves ahead and it's a little slow but it has no problem handing the task. If the speed is really a concern, I can simply rewrite it in C++ and that'll speed it up. A friend of mine found a big improvement in moving his code from TorqueScript to C++.

I also coded my own animation system. I needed to be able to change the animation frames using a very elaborate series of branches. Again, TGB handled it fine.
#2
01/28/2008 (7:15 am)
If you are a c++ programmer and have a pro license and have the ability to do so, then yes, you could manually program what you needed if it is not already included in the engine.