Considering Torque...
by Robert Kosek · in Torque Game Engine · 03/11/2003 (6:50 pm) · 9 replies
Hello,
I have been working my way through several engines recently bought the A5 engine, before my cousin mentioned this one...
Here are some of my questions concerning Torque:
* How does torque compare to the A5 engine(my current)www.3dgamestudio.com?
* For a beginner how easy is it to make a game? IE, how is the documentation, are the "templates", what about ease of use, and how is the physics engine.
* In the licensing section of the EULA, it says only programmers must be licensed. Does this apply to scripters or programmers who modify the source?
Periculum
By the Way, I apologize if I posted in the wrong forum, as you can tell I'm new...
I have been working my way through several engines recently bought the A5 engine, before my cousin mentioned this one...
Here are some of my questions concerning Torque:
* How does torque compare to the A5 engine(my current)www.3dgamestudio.com?
* For a beginner how easy is it to make a game? IE, how is the documentation, are the "templates", what about ease of use, and how is the physics engine.
* In the licensing section of the EULA, it says only programmers must be licensed. Does this apply to scripters or programmers who modify the source?
Periculum
By the Way, I apologize if I posted in the wrong forum, as you can tell I'm new...
#2
Before I actually went and bought Torque ... I also evaluated A5.
I decided to go with Torque because of the following reasons.
1. Community! Lots of people willing to help (and bash you of course).
2. Very flexible license for $100/programmer.
3. Runs better than A5. Try RealmWars and do the A5 fps demo again.
4. You get the source code.
5. Large game areas.
6. Network code which allows 64+ players.
What I dont like with Torque.
1. Newbie docs/guides needs more work.
2. Sound problems.
Guess thats it.
Alex
03/11/2003 (7:09 pm)
Hello.Before I actually went and bought Torque ... I also evaluated A5.
I decided to go with Torque because of the following reasons.
1. Community! Lots of people willing to help (and bash you of course).
2. Very flexible license for $100/programmer.
3. Runs better than A5. Try RealmWars and do the A5 fps demo again.
4. You get the source code.
5. Large game areas.
6. Network code which allows 64+ players.
What I dont like with Torque.
1. Newbie docs/guides needs more work.
2. Sound problems.
Guess thats it.
Alex
#3
Jeff Tunnell GG
03/11/2003 (9:33 pm)
Torque is cross platform, running on the PC, MAC, and Linux. Torque has completed, shipping games. Torque's animation capabilities are much better. Torque's Net code is MUCH better. Torque is cheaper, and you GET THE SOURCE CODE. Jeff Tunnell GG
#4
03/11/2003 (9:43 pm)
I always feel better about torque when i remember its totally portable :D
#5
Here's a few more simpler questions I have:
* Is Torque level geometry all terrain or does it have "level blocks"(squares, buildings, etc).
* How is the lighting? Can I have colored or dynamic lights, and are dynamic lights able to not shine through walls?
* Is there a trial version of the engine without source?
* Do I have to have a C++ compiler to compile a game, or does it copy files to a folder?
Thanks again,
Robert "Periculum"
03/12/2003 (10:45 am)
Thanks everyone!Here's a few more simpler questions I have:
* Is Torque level geometry all terrain or does it have "level blocks"(squares, buildings, etc).
* How is the lighting? Can I have colored or dynamic lights, and are dynamic lights able to not shine through walls?
* Is there a trial version of the engine without source?
* Do I have to have a C++ compiler to compile a game, or does it copy files to a folder?
Thanks again,
Robert "Periculum"
#7
-there are different 'parts' you can use to build a world: terrain, interiors (like houses), shapes (like trees and items) and some more.
-you can have colored and dynamic lights, for the static lighting, lightmaps are used. There have been some great additions to that in the past (fxLight, fxSunlight, radiosity for interiors...), and they don't shine through walls, at least I haven't seen that yet.
-just take a look at realmwars, it's a torque game (not including all additions)
-you have to use a c++ compiler to get the engine running, however, you can also use the precompiled versions or realmwars and do all the game logic in script, however this will limit your possibilities.
-the model format is 3Space ".dts", it's a torque/tribes-specific format. For the interiors ".dif" is used which can be created with map2dif, a programm that converts Quark/Worldcraft-maps to ".dif".
Stefan.
03/12/2003 (11:03 am)
Hi Robert,-there are different 'parts' you can use to build a world: terrain, interiors (like houses), shapes (like trees and items) and some more.
-you can have colored and dynamic lights, for the static lighting, lightmaps are used. There have been some great additions to that in the past (fxLight, fxSunlight, radiosity for interiors...), and they don't shine through walls, at least I haven't seen that yet.
-just take a look at realmwars, it's a torque game (not including all additions)
-you have to use a c++ compiler to get the engine running, however, you can also use the precompiled versions or realmwars and do all the game logic in script, however this will limit your possibilities.
-the model format is 3Space ".dts", it's a torque/tribes-specific format. For the interiors ".dif" is used which can be created with map2dif, a programm that converts Quark/Worldcraft-maps to ".dif".
Stefan.
#8
Thanks,
Robert
03/12/2003 (11:30 am)
Okay, if I have to have a C++ compiler(I can't find which are supported) will Borland C++ 4.52 work? I have the Micosoft Visual C++ "introductory" edition version 6.0, but it gives "please upgrade" messages in all compiled apps...Thanks,
Robert
#9
However, Radiosity lighting was just added, which is a major interior lighting improvement.
03/12/2003 (11:32 am)
Torque is head and shoulders above A5 in every way stated above. Unfortunately, though, dynamic lights do shine through walls. However, Radiosity lighting was just added, which is a major interior lighting improvement.
Torque Owner Anthony McCrary
The documention is pretty sparse, the physics aren't the greatest but examples are good.
The great thing about Torque is you have access to the engine at it's lowest level. If you don't like the physics.. you can code your own new ones.
There are ways to create docs, but there's no carefully commented docs out there (at least for the engine).
Only programmer need to buy torque, artists and scripters do not. Basically, if your job requires you to access and use the source code you are supposed to have a license.