TGB vs T2D and other questions . . .
by Sean Evans · in Torque Game Builder · 02/22/2010 (3:02 pm) · 3 replies
Is there anything documented yet that clearly details what is available in TGB vs what will be in T2D? I've got a project that I'd like to get started on, and am uncertain if I should wait for T2D, or if I should just get TGB now and possibly purchase a new license for T2D when it comes out. Thoughts?
As a side-question - What advantages are there to purchasing TGB with the source code versus without?
As a side-question - What advantages are there to purchasing TGB with the source code versus without?
#2
The Torque 2D information we have made available has been tracked in the Torque 2D Development Series thread. Quite a few of the more obvious differences are the inclusion of Box2D, Real Time Networking (due to change), working from the Torque 3D code base, new editors, and a few other technical changes.
In our most recent blog, we stated Torque 2D release has been pushed back. I don't know what your project's dev cycle might be, but that can influence your decision.
02/22/2010 (4:07 pm)
I went ahead and edited your original post so it says "TGB" and not "TGE". Also moved this to the Torque Game Builder forum. That should help avoid confusion.The Torque 2D information we have made available has been tracked in the Torque 2D Development Series thread. Quite a few of the more obvious differences are the inclusion of Box2D, Real Time Networking (due to change), working from the Torque 3D code base, new editors, and a few other technical changes.
In our most recent blog, we stated Torque 2D release has been pushed back. I don't know what your project's dev cycle might be, but that can influence your decision.
#3
I think the vast majority of games could be written without the source code. If your game is doing something processor intensive that isn't built in, you'll want the source code. You can start your game without the source code, and if the time comes that you need a major optimization, you can upgrade your license then.
If you have excellent C++ skills, I find that the source code can be better documentation than what exists. My first response to any question I have is to search the source code. This is especially true of the GUIs.
Finally, without the source code, some of the resources that others have provided are source code modifications, and you'll be unable to use those. Once again, if you find that you need it (say, the libcurl resource), you can upgrade at that point.
Best of luck!
02/22/2010 (5:42 pm)
The best advice I ever read on these forums was to pick an engine and stick to it. If you've got a good idea, why wait? Find the engine that meets your needs and run with it.I think the vast majority of games could be written without the source code. If your game is doing something processor intensive that isn't built in, you'll want the source code. You can start your game without the source code, and if the time comes that you need a major optimization, you can upgrade your license then.
If you have excellent C++ skills, I find that the source code can be better documentation than what exists. My first response to any question I have is to search the source code. This is especially true of the GUIs.
Finally, without the source code, some of the resources that others have provided are source code modifications, and you'll be unable to use those. Once again, if you find that you need it (say, the libcurl resource), you can upgrade at that point.
Best of luck!
Torque Owner Sean Evans
Default Studio Name
I meant to refer to TGB rather than TGE.