Torque 3D is out

Looks interesting, and they have quite a few PhysX features that are implemented. Any it’s only $1000…

http://www.garagegames.com/products/torque-3d

A warning for users: This is NOT like unity, in torque it’s much harder to build games.

But it looks pretty nice.

No warning necessary IMHO - a bit unfair in a headline too. Everyone is able to download the Demo and have a look what he will get - and the demo shows some cool physx stuff, but enough NO-NO’s for me too.

don’t like the interface at all…could not stand missing unitys art/coding integration…

I had a look at Torque 3D - Unity is better

“Most game functions can be programmed in TorqueScript.”

Sigh, so its not quite C++, not quite Java, like a big pile of whatever-they-felt-like-at-the-time :slight_smile:

I note from the page that there’s plenty of middleware addons.

It seems to me like Torque might be like 3D Studio Max was a few years ago… It appears cheaper, but to bring it upto spec with Maya (or Unity in this metaphor) it actually works out more expensive.

I’m sure the Unity guys are quite aware of what the Torque boys are upto, would be interesting to hear an [unbiased, lol] opinion from them :slight_smile:

However, I’ve got an art, scripting and product pipeline in place with Unity. It would take substantial incentives to make me jump ship, and from a quick jump around the Torque site, it hasn’t got it :slight_smile:

Main advantage for them I would say is the lightmap baking. Unity is basically a level editor, but you can’t make decent levels with lightning in it if you don’t want to build em up in your 3D app or go through the pain of exporting and importing your whole scene.

Would be much nicer if you just had a one click solution for creating lightmaps inside Unity. There was that USC entry about this, but it seems to have dissapeared.

Having owned and experienced the horror that is Torque before. Even worse, having experienced the community of fanboys and Garage Games developers who think you owe them your life for a buggy product they never bother updating… I’d rather stab my eyes out with a blunt knife.

Looks good though, someone should try it. :stuck_out_tongue:

goes back to hugging Unity

EDIT: Umm, most game screenshots are from older Torque games. Oh and I see that still third part developers are making big bucks selling addons that should be in the expensive package. Good luck getting future support on addons if the original dev goes away or doesn’t bother updating at all. :roll:

EDIT 2: The world editing tools look good. Most of these are in the feedback “wish list” section for Unity as well (hopefully Unity will get these additions soon… not in the Pro version only though).

yee… er no, i tried it its forced fullscreen and if u have ur start menu as always show ontop everything u click on u have 2 move ur mouse like 16 pixels below it. Selecting things and moving things is a nightmare and don’t even get my started on rotation.

Not only that but the example games are a lot slower compared to Unity games of the same calibre.

It seems like you have this expensive package, but to get anything out of it you have to buy all these addons and extras.

That’s how Garage Games roll. Don’t question it. :slight_smile:

Seriously though, don’t question them on their forums (unless you want to get banned). Even Derek ‘frakin’ Smart got banned for telling them that they are just doing it wrong (and he was right).

I watched the video of asset importing ( http://vimeo.com/4719531 ) and their version changing an asset’s import scale is hilarious.

I had big expectations of Torque 3D. Unfortunately, it’s same old Torque. Still slow, and still outdated graphics. I really can’t understand how an engine that looks and acts like Unreal Engine 2 can be as slow.

Unity might not be UE3, but even with example media, we are able to create stunning graphics at very decent speed. In fact, with a good team of artist and a coder that cares about optimization, amazing results can be achieved. What is not true in Torque, since all damn examples they made are slow.

I do like all the tools and resources it provides, such as the Road Editor and the good AI stuff. However, being so slow and unoptimized blows the whole experience for what really matters: the people who will play your game.

ps.: Just so you guys know… Unreal Engine 3 runs very smoothly on my computer with almost all settings turned on. Torque should NOT be slow.

My experience so far with TGEA has been dismal.

Ended up purchasing TGEA 6 months before Unity 2.5 dropped. While that stings a little (and is my fault) , having them announce that they’re “making a new engine” which really just fixes problems with the existing TGEA engine stings a lot. After reviewing the development videos for Torque3d and seeing their launch page full of games developed with TGEA it’s very clear they just found a creative way to charge $750 more for their “next gen” engine which I already purchased.

I can’t even imagine someone paying me $750 to give up unity’s established engine, amazing art pipeline and helpful community for something that looks like a watered down copy of it. Which doesn’t even begin to address the fact that I can’t use a “real” programming language with it, so anything I do learn regarding scripting locks me into only using that engine.

Having that said, TGE was an amazing product at it’s time. TGB still is amazing and has potential.

Speaking from a market perspective, I believe Unity already came and ate this lunch. Anything offered after it has to be mind blowing or it’s going to get ignored.

I think Unity has some competition…

I was playing around with the demo this morning and it’s pretty slick. The terrain editor is nice, the river creator is cool with buoyancy and flow direction, same point system for the road builder, and it has some sweet sky features such as Scattering and moving clouds with a few clicks of the mouse. I also like that his has a ton of read-made scripts such as first/third person controllers and a drivable PhysX vehicle. I’m betting that the networking capabilities are much easier to use then Unity also.

Anyways it’s good to see some other solutions out in the market. That’ll push the prices down and speed up feature development.

T3D isnt that bad, but I think they pushed it out too early. My only gripe with it is that you do really need a more higher end machine to have a game run at good speed with the look you want (kinda like Leadwerks).

There seems to be plenty that are definitely mad over there over the fact that TGE and TGEA is being dropped on Nov 1st. I dont blame them, especially if they are more than half way through a project using it. And some are mad that there is no affordable basic/indie license.

Some are wondering if the TGE/TGEA forums will go as well on Nov 1st … if they do, then there is going to be a lot more angry customers.

Yeah I like TGB, hopefully T2D doesnt make TGB disappear or bring about the same things as T3D did with TGE/TGEA.

I don’t mind GG or Torque. Actually, it was the iPhone support that brought me over here since the iPhone licenses at the time were per title and the framerate on iTGB was unacceptably bad.

TorqueScript is a little odd and I prefer to use C# in Unity, but it’s easy to learn. Maybe I am odd in this, but if a project wanted to use Unity, it would be fine with me; if they wanted to use TGE/TGEA/T3D, that would be fine, too. Also, the art pipeline in Unity was more intuitive for me.

That’s my two cents.

There are a few things about Torque and Garagegames that would never make me switch back without something they provide that I can’t live without (some I know to be fact and some it what I have read):

  1. Torque/TGEA was just a mess as far as the code and documentation was concerned. With Unity, I don’t even need to access the code to build my games and the documentation is at least better organized (just not the amount Torque has).

  2. To do anything outside of a FPS in Torque (and even then you sometimes do), you need to modify the engine source code. Unity has designed there engine in a way that does not require this for 95+% of games and since knowing the inner workings of a game engine in low on my properties, I am very happy with that.

  3. While GarageGames community is helpful, I find Unity’s community much more friendly.

  4. I am not a fan of integrating the tools into the game itself like Torque does it. I love the fact that the development and testing of the game is done outside of the game itself in Unity (even tho Unity does have some issues about modifying stuff while in testing). T3D does have some nice tools like the road editor and river editor but I believe Untiy will be adding those features as time passes and those features don’t make/break development.

  5. Scripting. This is a big one for me as I quite like the c# language and like the fact Unity is using Mono is a great option. The reason using Mono, i think, is so great is that the scripting language is consistently being developed by a third party so Unity can focus on developing the engine and the only things they have to worry about is making sure when they upgrade Mono version, nothing breaks. Torque has a custom c++ like language that is maintained by them. That means if they want to upgrade and add features into the language, that is time spent away from the engine.

While T3D and Unity are similar (when looking at the pro version because T3D Indie vs Unity Indie is not even close) I think they for 2 different types of groups. Unity is geared toward people with more of an artist background and programmers who know they don’t need access to the engine source code to make there games. T3D is geared to people who needs engine source code as the only real advantage T3D has is source code access.

[decloak]

I signed up at the forums here back in late 06 and had asked about ready-made multiplayer functions for Unity and at the time it wasn’t available. The only option was to use a 3rd party. For TGE, that was a given and development was possible on both Mac and PC platforms.

Fast forward to today. A lot has happened and I am excited to dig into Unity. I have Torque 3D and I’ve played around with it but I have projects in TGE, so I will most likely stick with that for a whiles yet.

I am impressed with some of the U3D samples I’ve seen so far and the community here appears to be very helpful and responsive. I’ve lurked for a few days already.

I’ve downloaded the trial version of Unity 2.5 and will crack it open this weekend and see what happens. One thing I already like about it is that the workflow, from what I can see, it appears to be better integrated. It also appears to have less licensing restrictions regarding the type of work you can produce with it.

In the end, I really think both are capable tools. You can consider T3D like those big red pencils you get in grade school and Unity another type of pencil. They inherently do the same thing. Your game engine is just one factor and is tempered according to the talents and skills of the developer, programmer, producers et all.

…sip…

Wish Unity would add this :frowning: (MRT and with floating point textures)

So poeple can do deferred lighting if they wish (I know DL as downsides - before people go mad -lol)

AL is a great thing yes

But it also means skyrocketing the requirements.
The majority here as far as I’m aware would need a hardware update to even use it. Many of the remaining ones would requier it if the would want to use it in higher settings.
You can easily compare it to the higher quality settings under DX10 for crysis when it comes to performance hunger.
In a slight outdoor scene that was present in all betas (the warrior camp) I was able to get 70 - 150 FPS, and I’m on such a smallish slow Core i7 920, 6GB RAM, GTX280 or put differently: on something that blows many systems used by devs here to dust with the glimps of an eye.

Also OSX does not have AL at all due to missing things in OpenGL (especially the A32R32G32B32 buffers and a few other things)

So all in all I’ve my doubts that it would be of much use for many here, yet it would be nice if a forward / deferred rendering pipeline was added as the shadow artifacts and the shadow performance scaling with the number of lights and shadows definitely needs to be gotten under control and thats the best way to solve that problem. I assume / expect to see it with Unity 3.x (together with an up to date mono and physx version, these are the 3 major make or break criterias for me for an upgrade)