Torque user looking for a new engine

I think the news about the demise of Garagegames and Torque is already known here. I have been using Torque for years and I really love the engine. Unfortunately but right now I really have to think about how to continue with my game and the future.

I have been reading a lot about Shiva an Unity. So I have some questions and would appreciate some guidance.
a. Plugins. Unity is a closed engine so I have no code. But sometimes I need to do things like connecting to the database, computing some paths using my own path finding algorithms or even my own random number generators or my own network packet structures and custom message encryption mechanisms. Is it possible to integrate such features into the engine via plugins?

b. How robust is the multiplayer networking code. Is there any integrated client-server entity synchronization mechanism or it is just a networking layer via Raknet and we have to code the synchronization support all by myself? This is really non critical, I can survice with a simple text protocol, but encrypted of course.

c. Which comes to the next question. Is there any SSL or encryption support in the networking code?

d. Is there support for grids like Excel. Of course not for math but a way to display, sort, pick etc? Including the ability to use emoticons or just show text+images (weird I know). If not, then we are back to the point a.

e. Are there 3D model view GUI controls? I mean, to be able to create a mini scene and load an object inside, mount equipment and maybe some particles. I may need to have many of those viewports at the same time on screen.

To make an idea of what I need you may visit my website at www.warscale.com and check on the screenshots. I think those are the most difficult parts I need to move my game to Unity.

Thank you very much for your patience.
Guimo

Hello there and welcome!

I’m a torque refugee myself, as are quite a few of us.

There is nothing you have mentioned or that I see in the screenshots that isn’t easily done with Unity. In fact, everything you listed as thinking that requires plugins does not.

Unity may be closed source, but it’s not ‘scripting’ as you did with TorqueScript. It’s built upon dot.net. So if the built-in networking doesn’t suit your purposes then you can easily use Lidgren or other networking library. You can even use raw berkley sockets and build your own if you’re so inclined!

The only thing that might require Unity Pro is ‘e’, as render textures and multiple cameras would probably be the best way to do it.

Download it and kick the tires, you will be pleasantly surprised.

We going to have to start out sister projects over with a new timeline :wink:

For networking Unity seems to have more options than Shiva. I was looking at making FoHO web-based before the news hit, so been researching a couple weeks.

Some options are:
http://www.scalify.com/index.php
http://www.electrotank.com/

Many are room based which might work for Warscale. Warscale as a Facebook/room based app. Hmmm…

There are some good Unity built in networking tutorials around as well showing dead reckoning and as well as master server examples.

Unity 3.1 just opened up the in-editor Asset store, but there are other website like this one:
http://www.gameprefabs.com/

for more additions.

As Quietus said, there’s no need for plugins for any of that. The Unity editor interface itself is written using Unity GUI functions, which is written with scripting (and if that sounds like the editor is extensible, then yes, that’s an understatement…). The terrain engine is mostly scripting. To a large extent, anything you’d normally do with C++ code, you can do with scripting in Unity. It’s fast enough and you’re using a “real” language.

–Eric

Unity is solid professional grade stuff, nothing like Torque at all. Many ex torque users are painfully aware of needing the source code because frankly, torque is impossible without the source code. Unity however is built from the ground up to do just about anything you want. I think you might fall in love with Beast, PhysX and Umbra occlusion culling too.

The fact so many AAA studios like EA chose Unity speaks volumes.

Hold on… What happened to Garagegames and Torque? What did I miss? :smile:

We’ve got a thread about it here.

@Guimo: just to make it clear, it is possible to extend Unity somewhat with C/C++ code via the plugin system (although this is available only with the paid Pro licence). This certainly doesn’t give you the power you would have with full source access, but you should be able to make use of existing C/C++ code if you need to.