Game Development Community

Going forward, development?

by Tristan Marler · in Torque 3D Professional · 12/12/2010 (7:04 am) · 8 replies

So I read some of the blog, noticing that the parent company InstantAction is being wound down. While I don't understand why (but want to), I want to know if it's even worth actually learning this engine, since I bought it and havn't done anything with it just yet.

I finally got my head around an easy idea I can do to teach myself the tools, but I have a binary license.

Does anyone know if development is continuing in the forseeable future? Or is it better to just learn another engine?

I don't really want to shell any more money out for another "promising" engine if I switch. I'd rather favor a cross platform engine, or something of the sorts.

Frankly, though, I'd be okay with using T3D.

#1
12/12/2010 (8:09 am)
Even if such news were to never happen, at some stage you would still need to evolve your T3D knowledge. Learning T3D now, will still help teach you how to swiftly learn any other game development engine/tool later.

Think of it like learning to row a boat before learning how to sail a ship, practical progression of knowledge.

No matter what the final TorquePowered outcome, T3D(and any other application for that matter) will some day become old and obsolete, difficult to maintain with future hardware or operating systems. So whatever OFFICIALLY happen with Torque, it is not truly part of the equation about using a product you have already purchased or chickenlittleing it over to a new game engine.

In the end, you still have licence to publish your T3D products, as per the EULA agreement.

#2
12/12/2010 (8:34 am)
My concern is that if issues with the Engine arise, should I be able to publish a successful game, I might be SOL. :(
#3
12/12/2010 (8:59 am)
What you say is truth for any application to what you have no access to the source code for such improvements.

You may find you have the option to be optimistic in the knowledge that once you do find a bug with the core engine, perhaps you could also find a way to work around it?

T3D do have many developers who are currently building projects, and as of the Torque 3D 1.1 - Beta 3 build, the few reported bugs in the PRO forums are very deep-seated unique rare situation and often only manifesting under extrema conditions.

I have yet to find a 'show-stopping' bug with the Torque 3D 1.1 - Beta 3 build.

Your concern is very valid, but not a detail I would use to base your particular decision from.
#4
12/12/2010 (6:03 pm)
Quote:My concern is that if issues with the Engine arise, should I be able to publish a successful game, I might be SOL
This is the point in which everyone must adapt to the situation. This holds true for any engine (or game design tool) that is out there and available now. Some problems are easier to work around than others, and you also have to keep in mind that some issues could possibly be unresolvable in a source-less environment.

There is no "perfect" game engine solution. You simply have to research and experiment to find the best one that suits your unique project and skillset.
#5
12/12/2010 (9:13 pm)
Shit Out of Luck ... had to look that one up though had guessed the intent.
#6
12/13/2010 (12:45 am)
So are they going to give any discounts or such to source licenses to T3D?
#7
12/13/2010 (12:45 am)
Since you've already paid for it, I would strongly suggest sticking with it. At least take it for a legitimate spin with a small, very basic game. If a blocker bug comes up that requires major engine code changes, then you'd might begin to consider alternatives if a fix does not seem plausible.

I've worked with a number of engines from the art-side, and T3D is up there on features and ease of use. Are there some things that I would like to have, sure, but that's going to happen with all engines. (I for example, would gladly trade terrain parallax for specular in a freaking heartbeat.)
#8
12/14/2010 (11:03 pm)
Torque has a surprisingly long history... there is a lot of information, though admissibly it is scattered and not always perfectly applicable to one's own version of the engine. Life's taught me it takes about two years for me to learn anything; having now put that into Torque, I think I'll stick with it for a bit.

The other thing about Torque and other engines, I've noted, is that the better-known, viable engines seem to require a great deal more money get involved in the process up-front, which for a rank beginner like myself was extraordinarily prohibitive.

Torque's entry price point for workflow and toolchain is the lowest I can find--Constructor, Milkshape, the amazing art assets from RRGTS, Apparatus, 3DRT and others--these are also considerations when selecting an engine. Many other engines seem to expect one to possess full versions of 3DS, Modo, etc.--which are all very nice software packages--but a little much for a single developer with ideas but no experience and unwilling to risk their cash.

It's not just the cost of the engine, but the hardware and software required to do anything with it, and those costs can easily outstrip the initial purchase cost unless you are very, very careful. Torque's ecosystem and toolchain is amazingly friendly to new developers.