Game engine Torque 3D will soon be free, open source

discuss

I’ve used it before. They’d have to pay me. A lot. The features are reasonable and performance is reasonable, but the architecture is an absolute mess. People on these forums often complain that UDK and CryEngine are geared up toward certain genres, but Torque is much more so. When Unity, UDK, CryEngine, Shiva and others were not available or not mature, I can see someone deciding to live with those problems, but I can’t see a reason now.

EDIT: I guess free is a reason, if you don’t value your time.

I liked Torque a decade ago…I kind of remember that. Can’t remember what they did to cheese me off; but I remember moving to XNA. I know what XNA did to cheese me off so that I moved to Unity years back.

i never used it before, but seeing as its now open source, it can be improved. I’d bet that one day it will be ported to many devices too. I doubt I would use it anytime soon, but, I’m glad to know it exists, and that in time, it can be a great alternative to other engines out there.

The fact you get all the source code provides a great learning resource as well.

That’s the one I heard of about a week before I heard about Unity. I don’t know what will become of it, perhaps Blender will comb through parts of it for their game engine?

If someone with Unity Pro wants too , they can use the entire engine as a plugin , since I recokon their are some bits of usable code in their

I’m wondering what’s going to become of the .net torque project an independent studio was working on. (You guys probably have no clue what I’m talking about but that’s fine.)

It’s kind of interesting reading some of the posts over at GG about it. Heh, it opens up the debate about which engine’s screwed folks the most when it comes to things like that. I feel for the guy over there, where it kind of looks like GG knew where it was going and still sold it. I mean, really - heh, they’re only covering refunds for a 9 day period? This did not come about in 9 days…lmfao…harsh, harsh, harsh…

Really convoluted code from what I can remember but with the understanding that: one, we used an old version of the engine (before TorqueX), and two, I was greatly inexperienced when I started using it.

For those curious, this was the game we did on Torque, really old:
Bangú Bang Mania! Online

Wonder if its gotten better since then. Prepare github to be swamped with downloads!

Oh, god, I remember using Torque3D for some indie freelance gigs back in the day.

Such an awful, awful engine and pipeline.

The open source move is welcome. There is a good chance that it might improve.

Haven’t used Torque but if open source does to Torque what it did to Blender, its not a bad thing.

im definately gonna be toying with T3D when it become open source

Seriously why would anyone want to toy arround, spending huge amount of time just to get hang of Torque? With all those great three leaders on engine market it just doesnt make much sense. Code structure has been retoported to be alienated, performance with posteffects is bad, and company that was selling and making engine went out of bussines - that should tell something. In case if there is anyone new in development in general, please dont spend your time with that engine.

best of best is unity only

It doesn’t always have to be an exclusively only one game engine proposition.

Unity, for the foreseeable future will be an important tool in every Indie Game Developer’s toolkit but I welcome the presence of more options.

Open source can sometimes resuscitate dead or dying products. As I understand they are going to release the source code on Github under a MIT license. If this leads to a revamp and an opening for new ideas, there is a possibility that things might change for the better.

Look at Blender for example. The 2.49 and previous Blender UI was difficult to use. Since 2.5 they changed the UI and it is now much more user friendly.

All though for something similar to happen to Torque is much more of a tall order, it is still possible

because I have used Torque and it wasn’t good but it wasn’t that bad either…I’ve used worse… and since it will be open source I can look at the code learn from it, as can others. While you may have no use for the engine the learning experience is still there for those that want to see how to achieve certain things… I’m not planing to make anything with the engine just tweak and see what I can do with it… Open source is a very good way the engine could improve…

if I’m reading the MIT License page correctly this page telling me I can modify the engine(Such as new Pipeline/User Interface) and sell it without having to release my source?

I am no lawyer but I believe so. I believe that is the main difference between the MIT License and the various flavors of the GPL Licenses.

That is interesting… I see this choice by GG as an chance to make Torque 3D a very powerful engine… A few things I think are in order are

  • A more User Friendly Interface
  • Particle System
  • Support for other platforms
  • Better asset pipeline
  • OpenGL
  • Better lighting out of box
  • Better sound/audio features
  • The death of Torque Script and full C++ API

The list goes on… A few of these things I plan to TRY to implement depending on my abilities and effort. I for one am very excited about this… I cant wait…

Likely what caused their death blow: The absolute abysmal bugridden pile of trash known as TGEA 1.0.x which was meant to be TGE with much better visuals but ended to be ‘something like TGE’ with 80% of what made TGE good broken (including large parts of the editor) … took them over 16 months and TGEA 1.7 (the core behind Legions) to get the engine to be usable at all.

Luckily TGE and its successors never lost their by far strongest point in the industry: The by far best networking ever. I’ve still not seen anything that can compete with the V12 networking code (V12 was its name back when it was the Tribes2 internal engine, later rebranded to Torque Game Engine aka TGE)

@kingchizard: The particle system is unbeatable at least when you plug AFX2 into Torque. Unity looks like a kids toys whining in a dark corner compared to it in all fairness, independent if you compare the legacy or shuriken system to it.
On the rest I’ve to agree aside of the Torque Script part cause T3D never was about TorqueScript (only the 2d side focused on it), the majority of people worked primarily on the C++ side due to the annoying bugs and limits in TS (no yielding, you had to reschedule functions and do some troublesome stuff to get pseudo OOP in there)