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| Torque Game Engine Advanced 1.0 | Torque Game Engine 1.5 | 3D Game Studio A6(http://www.conitec.net) | TV3D SDK 6.2 (www.truevision3d.com) | OGRE(www.ogre3d.org) | Crystal Space (www.crystalspace3d.org) |
| General Features | Object-Oriented Design Save/Load System Xbox 360™ Portable. (Requires separate license.) Source Code Included Extensive Debugging and Memory Management 70,000 Member Strong Developer Community Resource Manager and a File/Stream IO Unicode International Strings Support - $295 for Indie license
- $1495 for Commercial license
| Object-Oriented Design Save/Load System Multi-Platform Source Code Included Extensive Debugging and Memory Management 70,000 Member Strong Developer Community Resource Manager and a File/Stream IO Unicode International Strings Support - $150 for Indie license
- $749 for Commercial license
| Object-Oriented Design Save/Load System DLL plugin interface No Source Code Arbitrary axis rotations for space and flight simulators Path tracking for camera, actors or vehicles - $899.00 for full-featured edition.*
*Other feature-limited versions available at lower prices. | Object-Oriented Design: Full DirectX8.1 and DirectX9 support Optimized Hardware T&L support - Free for non-commercial use
- $150.00 for Single game license
- $500.00 for Multi-game license
| Object-Oriented Design Save/Load System Support for DirectX9/OpenGL Plug-in Architecture Debugging Memory Manager Support for ZIP/PK3 for archiving Source Code Included - LGPL License | Object-Oriented Design True 6DOF engine with arbitrary sloped convex polygons. Highly platform independent with good platform abstraction. Supports Linux, OSX and Windows. Optional MMX support for processors that support it Libraries of objects, textures, etc archivable to ZIP Source Code Included - LGPL Licence |
| Scripting | TorqueScript with C++ like syntax Local and Remote Debugging Bytecode-compiled | TorqueScript with C++ like syntax Local and Remote Debugging Bytecode-compiled | Starting users can use the large library of pre-made scripts, create an entire game without coding. Advanced users can use the built-in script language to control game elements and parameters. Expert users can interface to the engine using C/C++ or Delphi. | Starting users can use the large library of pre-made scripts, create an entire game without coding. Advanced users can use the built-in script language to control game elements and parameters. Expert users can interface to the engine using C/C++ or Delphi. | Scripted material language allows you to maintain material assets outside of your code | Written in standard C++ using very few non-standard extensions. |
| Built-In Editors | GeoTerrain with multi-pass texturing and lighting, layered volumetric fog, portal-based interiors -- with detail brushes and animated lightmaps -- connect directly with the environment-mapped terrain. Can be created using an alpha-channel height map, then edited within the engine to customize levels. WYSIWYG Mission Builder configures objects, sets triggers, and mission logic . Builds fully scriptable interfaces, writes custom controls, edits, and tests without exiting the GUI Builder. Includes mesh exporters for Maya, 3D Studio Max, LightWave, Blender, MilkShape and more. Atlas Terrain Generation allows for unlimited, dynamically paging terrains designed for efficient rendering with modern hardware. | GeoTerrain with multi-pass texturing and lighting, layered volumetric fog, portal-based interiors -- with detail brushes and animated lightmaps -- connect directly with the environment-mapped terrain. Can be created using an alpha-channel height map, then edited within the engine to customize levels. WYSIWYG Mission Builder configures objects, sets triggers, and mission logic . Builds fully scriptable interfaces, writes custom controls, edits, and tests without exiting the GUI Builder. Includes mesh exporters for Maya, 3D Studio Max, LightWave, Blender, MilkShape and more. | Level, Model, and Script editors included. | N/A | N/A | N/A |
| Physics | Networkable Physics: Lightweight systems allows for hundreds of players with collision detection, rigid body, and vehicle physics. Torque GFX, an API independent graphics layer currently supporting DirectX 9, but designed with forthcoming OpenGL support in mind. | Networkable Physics: Lightweight systems allows for hundreds of players with collision detection, rigid body, and vehicle physics. | Basic Physics, Collision Detection, Rigid Body, Vehicle Physics Physics engine supports gravity, mass, damping, elasticity, friction, and hinge, ball, wheel, and slider joints. Polygon level collision detection for terrain and 3D objects | Advanced ray collision detection returning accurate information. Unified Angle System (radian or degrees) | Basic Physics, Collision Detection, Rigid Body Controllers allow you to easily organise derived values between objects. Includes bindings for multiple 3rd party collision / physics systems (ODE, Novodex and Tokamak). | Basic Physics, Collision Detection, Rigid Body Hierarchical bounding box collision detection system. Powerful physics library using ODE. |
| Lighting | Torque Lighting System: multiple shadowing algorithms, self-shadowing objects, bloom, specularity, high dynamic range, and more. In-game lighting editors and tools support significantly increased game atmosphere and design efficiency. Light objects can be configured as static or dynamic, omni or spotlights, and are capable of illuminating multiple interiors, shapes and terrain. | Torque Lighting System: multiple shadowing algorithms, self-shadowing objects, specularity, and more. In-game lighting editors and tools support significantly increased game atmosphere and design efficiency. Light objects can be configured as static or dynamic, omni or spotlights, and are capable of illuminating multiple interiors, shapes and terrain. | Per-vertex, Per-pixel, Lightmapping Static and dynamic point, spot, and directional light sources | Per-vertex, Lightmapping DirectX Hardware Lighting support (up to 8 simultaneous lights) | Per-vertex, Per-pixel, Lightmapping Can have an unlimited number of lights in the scene Supported through vertex and fragment programs. | Per-vertex, Lightmapping Static colored lights with real shadows. Lighting and shadows are pre-calculated before the world is displayed (unless stencil based lighting is used). |
| Shadows | Torque Lighting System supports projected planar shadowing, shadow volume, and projected object shadows (clipped against the environment). | Torque Lighting System supports projected planar shadowing, shadow volume, and projected object shadows (clipped against the environment). | Projected planar, Shadow Volume Stencil shadows and 24-bit level surfaces | Optimized dynamic stencil shadows for meshs | Shadow Mapping, Shadow Volume Techniques supported: modulative stencil, additive stencil, modulative projective Multiple stencil shadow optimizations, including vertex program extrusion, smart light and shadow caster culling, integration with mesh LOD, zpass and zfail methods, 2-sided stencilling, scissor region clipping. | Projected planar, Shadow Volume Stencil based real-time shadows on OpenGL hardware |
| Texturing | Basic, Multi-texturing, Mipmapping Multi-pass texturing with detail and decal support. Custom Materials: A powerful custom shader interface allows easy integration of custom shaders and effects. Users can drop in shaders from demos or tools such as FX Composer and RenderMonkey. Also included are exclusive fallback hooks that allow full control over how a custom material looks on all hardware platforms. | Basic, Multi-texturing, Mipmapping Multi-pass texturing with detail and decal support | Basic, Multi-texturing, Mipmapping Trilinear mip mapping Multitexturing (up to 8 textures), light maps, detail textures Material properties for static and dynamic objects | Basic, Multi-texturing, Bumpmapping, Mipmapping Projective texturing automatically links with texture unit to a Frustum instance Registers external texture sources in order to feed texture data in from another source Supports PNG, JPEG, TGA, BMP and DDS image files | Basic, Multi-texturing Script system to setup texture effects DOT3 Bumpmapping support | Basic, Multi-texturing, Mipmapping Supports GIF, TGA, PNG, BMP, JPG, and others. Perspective correct texture mapping with interpolation every 16 pixels (for software renderer). Transparent and semi-transparent textures |
| Scene Management | Portals, Occlusion Culling, LOD Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor Spatial Database Quark and WorldCraft converter and lighting Support for Cartography Shop and almost all .map-compatible brush editors Gaming Objects: Customizable FPS, and third person game objects such as characters, vehicles, weapons, projectiles, and simple AI. Modern Scenegraph and Batched Rendering for creating complex scenes with huge numbers of polygons. | Portals, Occlusion Culling, LOD Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor Spatial Database Quark and WorldCraft converter and lighting Support for Cartography Shop and almost all .map-compatible brush editors Gaming Objects: Customizable FPS, and third person game objects such as characters, vehicles, weapons, projectiles, and simple AI. | BSP, Portals, Occlusion Culling, PVS, LOD Seamless indoor and outdoor support | General, BSP, Octrees, Occlusion Culling, LOD Hierarchical scene graph Scene querying features | BSP, Occlusion Culling, PVS: Fast view frustum culling (sphere and box) BSP Rendering Engine with PVS/Lightmapping | General, Portals, Occlusion Culling Visibility system based on a combination of portals, kd-tree, and coverage buffer. XML world file format allowing you to easily redefine the world. Levels can be stored in standard compressed ZIP archives so that you can easily make a bundle of one level. A convertor to convert MAP files (from Quake/HalfLife) to CS is also included. Also, Blender scripts (Python) are included to export models and levels from within Blender. Sequence manager with triggers allowing the definition of object interactions from within the level itself. |
| Animation | Puppeteer Mesh Animation System: Allows the use of animated multi-bone skeletons for dynamic, flexible character actions with a high level of detail. Fully supports motion capture data for ultra-realistic animations. | Puppeteer Mesh Animation System: Allows the use of animated multi-bone skeletons for dynamic, flexible character actions with a high level of detail. Fully supports motion capture data for ultra-realistic animations. | Keyframe Animation, Skeletal Animation, Morphing, Animation Blending | Keyframe Animation, Skeletal Animation, Morphing, Skeleton-based, Keyframe-based, or Morph-based animations Animate via custom bone rotations | Inverse Kinematics, Skeletal Animation, Animation Blending Skeletal animation, including blending of multiple animations, variable bone weight skinning. | Keyframe Animation, Skeletal Animation 3D animated skeletal meshes using Cal3D animation |
| Meshes | Mesh Loading, Skinning, Progressive, Tessellation Continuous level of detail based on a progressive mesh algorithm Damage and collision detail level. Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects | Mesh Loading, Skinning, Progressive, Tessellation Continuous level of detail based on a progressive mesh algorithm Damage and collision detail level. Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects | Mesh Loading, Skinning | Mesh Loading, Skinning 3DS, X, MDL, MD2, MD3, Skinned Mesh Support for models Attach child meshes to bones | Mesh Loading, Skinning, Progressive Hardware-accelerated skinning Flexible mesh data formats accepted Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D. | Mesh Loading, Progressive 3D triangle mesh sprites with frame animation. Convertors for Milkshape, Maya, Cal3d, 3DS, Quake MDL and Quake II MD2 formats to Crystal Space are included. Includes importers for 3DS, MDL, MD2, OBJ, POV, and ASE. The meshes are progressive meshes allowing for dynamic LOD (level of detail) changes. There is also support for skeletal sprites. Supports 3dsMax and Blender with exporter plug-ins. |
| Special Effects | Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog Integrated particle system with scripting engine. Supports texture and scale animation as well as particle generators which can emit multiple particle types at once Layered volumetric fog Water Renderers: Easy to use Waterblocks with limitless size ocean bodies, normal map reflections, refractions, and perturbed surfaces. | Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog Integrated particle system with scripting engine. Supports texture and scale animation as well as particle generators which can emit multiple particle types at once Layered volumetric fog A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures | Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Fog, Mirror Programmable particle and beam generators Sky system with animated layers and backdrop bitmaps. 3D views and movies can be rendered to curved surfaces, for distortion or fisheye effects. Programmable 2D and 3D effects like lens flares, bullet holes, cartoon rendering etc Slow motion / quick motion effect | Environment Mapping, Billboarding, Particle System, Sky, Fog Billboard-based Particle System Atmospheric effects like fog, cloud, sky (box and sphere), stars | Environment Mapping, Lens Flares, Billboarding, Particle System, Motion Blur, Sky, Water, Fog Particle Systems, including easily extensible emitters and affectors (customizable through plugins). Systems can be defined in text scripts for easy tweaking Support for skyboxes, skyplanes and skydomes, very easy to use | Environment Mapping, Lens Flares, Billboarding, Particle System, Motion Blur, Sky, Water, Fog Particle Systems, including easily extensible emitters and affectors (customizable through plug-ins). Systems can be defined in text scripts for easy tweaking Support for skyboxes, skyplanes and skydomes, very easy to use |
| Terrain | Rendering, CLOD Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping Dynamically generated blend tiles and Altitude based fog banks Doorway: Seamless integration of interior and exterior rendering. | Rendering, CLOD Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping Dynamically generated blend tiles and Altitude based fog banks Seamless integration with the interior engine | Deformable heightmap terrain | Rendering, CLOD Fast Terrain Rendering System with Quadtree | N/A | Rendering, CLOD Landscape engine. The new experimental renderer contains a landscape engine that supports scattering, LOD, etc. 2D sprites and a particle system |
| Networking | Client-Server Award winning client/server architecture, which uses UDP and TCP Bit level stream, message, and string packing Uses the optimal Notified Delivery Protocol Packet stream and Object ghost manager with partial object updates Used in commercial games such as Vivendi's Tribes 2, by NASA for Mars Rover simulations, and more. | Client-Server Award winning client/server architecture, which uses UDP and TCP Bit level stream, message, and string packing Uses the optimal Notified Delivery Protocol Packet stream and Object ghost manager with partial object updates | Client-Server, Master Server Multizone/multiserver support for massive online multiplayer games | N/A | N/A | N/A |
| Sound/Video | 2D Sound, 3D Sound, Streaming Sound SFX/Music driver using OpenAL 3D sound support; panning, volume, doppler, cones Multi-channel prioritized SFX manager Built-in Theora video codec playback | 2D Sound, 3D Sound, Streaming Sound SFX/Music driver using OpenAL 3D sound support; panning, volume, doppler, cones Multi-channel prioritized SFX manager Built-in Theora video codec playback | Supports wav, mid, ogg, CD, mp3, avi, and mpg 3D sound sources with Doppler effect | 2D Sound, 3D Sound, Streaming Sound: DirectSound, DirectMusic, DirectShow support Hardware/Software Sound mixing MP3, WAV, MOD, SM3, IT, MID, RMI, SGT support 3D Sound support that can be linked easily to a 3d world Effects (reverb, echo, etc.) to give more depth to your sounds Movie playing (all formats) for cut-scenes | N/A | 2D Sound, 3D Sound Support for DS3D, EAX, A3D, etc. Support for various sound formats: WAV, Ogg/Vorbis, AU, AIFF, IFF, and MOD (using MikMod). |
| Artificial Intelligence | Finite State Machines, Scripted Highly customizable through TorqueScript | Finite State Machines, Scripted Highly customizable through TorqueScript | Pathfinding, Decision Making, Finite State Machines, Scripted Full scripting language and DLL interface plus a large library of pre-built AI. | N/A | N/A | N/A |
| Rendering | Procedural Generation of Shaders that support bumpmapping and normalmapping, detail maps, specularity, cubemapping, glow, refraction, reflection, texture UV animation, and fog. New rendering layer has been rewritten to target greater power and efficiency on modern GPU's. Includes new texture management, render target support, vertex/index buffer management, font management, render state management, and render batch management. | Render-to-Texture, Fonts, GUI True spherical distance fogging (for terrain, buildings) Spherical distance clipping (for terrain, buildings) | Fixed-function, Render-to-Texture 3D views and movies can be rendered to curved surfaces Material properties for static and dynamic objects Animated 3D sprites and decals 2D renderer for still images, 2D sprites, panels, buttons, sliders, overlays, Truetype and bitmap fonts, screenshots and movies Mouse picking and manipulating of 3D objects Automatic selection of own or hardware based T&L for maximum performance on old and new 3D hardware Support for vertex, pixel shaders. | Fixed-function, Fonts, GUI Hardware Vertex Shaders to optimize rendering if available Shader script system to setup texture effects Fast 2D Interface with custom fonts | Fixed-function, Render-to-Texture, Fonts, GUI Scriptable multipass rendering Material LOD Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware Support for multiple material techniques Transparent objects automatically managed Font system: TrueType fonts and precreated textures 2D GUI System with Buttons, Lists, Edit boxes, Scrollbars, etc. Supports vertex and fragment programs (shaders), both low-level programs written in assembler, and high-level programs written in Cg or DirectX9 HLSL, and provides automatic support for many commonly bound constant parameters Supports GLSL | Fixed-function, Render-to-Texture, Fonts, GUI Font system plugin to support other font types. Currently CS fonts and truetype fonts are supported. GUI system Vertex and Pixel shaders Supports both CG and ARB shaders |