Torque VS Unity

I have been wondering,
If you have a copy of Torque 3D whether you prefer Unity or Torque?

Torque kicks ass… actually I just post on the Unity forums to get a laugh out of all the futile attempts of game designers trying to work with OTEE’s inferior product. The Mac build of Torque is so completely perfect that they don’t even have to update the OSX version at all. In fact Torque is so awesome that being able to properly compile the engine on OSX isn’t even necessary (and that’s good because most Mac users have trouble with this part). I think OTEE should just concede to Torque’s overwhelming greatness and throw in the towel before they really embarrass themselves.

My first Torque built game,“Vapor Ware”, will be out in the near future just as soon as I can figure out why anyone would even make a comparison between Torque and Unity.

Stu_da_moo, I think everyone here using Unity will agree that a comparison between the two products is just silly at this point. Unity kicks the absolute crap out of Torque in every aspect if you’re on the Mac platform.

aNTeNNa trEE,

Thats not very nice…

Let’s see which is most popular in the poll!

Oh c’mon, I’m just playing around… no malicious intentions. This topic has been brought up a ton though on this forum, and as someone who did actually buy a copy of Torque right before discovering Unity I can truly say it was $100 right down the drain. But even with that, I was so damn happy to find Unity that I gladly plunked down another $250 for the “right” app.

Again, sorry if I came across the wrong way.

http://forum.unity3d.com//viewtopic.php?t=2156#14267

'nuff said :wink:

I vote that we start a witch hunt for that % of people who voted for Torque! :twisted:

:wink:

We know the name of the guilty person. Appropriate measures will be taken.

:slight_smile:

d.

As I understand it, Unity’s newer, Torques older, and has shipped a few titles. But its not much good unless you are a programming type. I got given a Torque book, and it will help me learn that app but Unity is heaps easier to use. I feel capable with Unity after a few months use, but the learning curve is steeper with Torque. Somehow I feel that by learning both I will be able to use different approaches from both.(Not together of course)

A poor worker always blames his tools?
Unity is an unfair advantage
AC

Appropriate measures will be taken.
i hope that means you’re going to let them continue using it? (we indies got enough competition! :smile: )

otee, you should be proud! i’ve seen these kinds of polls all over the place. usually it’s not quite as overwhelming of a landslide! i bet there could have been 4 or 5 other engines in the poll and it would have been the same. not just because this is the unity forum. unity is in a class by itself.

good point targos. i’ve used so many engines i can’t even remember them all. don’t regret a single one. all of them taught me something. but finding unity was like a breath of fresh air.

It’s worse than just learning curve, I hear. To get the most out of Torque 3D you need tools that only run on a PC (I’m told.)

If you were a PC developer looking to release for the Mac as well, then Torque might be worth looking into. As you say, it has been used for a number of commercial releases. But if you want to actually do development on a Mac, you gotta go with Unity over Torque.

If there’s an open concern about Unity, I think it’s what you alluded to: it is relatively young and noone has released a really involved commercial game with it yet, as far as I know. We’ve seen plenty of freeware and pretty demos, but a commercial release is where the rubber meets the road. (I’m not counting Gooball because that was built internally using a custom, pre-release build of Unity. Similarly, I wouldn’t count Tribes 2 as really being a Torque game.)

It’s only a matter of time now. I think 2006 is the year that this concern is laid to rest. Those of us who have experienced Unity and OTEE’s support first-hand are confident that they’ve got it nailed, but the proof is in the pudding.

Look, whoever voted by accident can own up. As long as they admit to their mistake, they will come to no harm.

I wonder what it would be like with a load of torque supporters here, so that every conversation like this would actually be more of a fight, rather than a stampede?

Well guys, I wouldn’t knock these “torque VS Unity” polls. As highly annoying as they are, one of them on the torque forums caused me to look at Unity when I have never heard of it before. I was looking up torque reviews and was about 15mins away from buying torque and I saw one last post…

-Jeremy

That was me… I thought Torque deserved at least one pity vote :wink:

Oh, misbehave!

Oooh, I take back what I said earlier then… Let’s burn Antenna at the stake.

-Jeremy

Mmm…steak…

You make me laugh, I read the first paragraph and grabbed a pitch fork. I thought the NSA really had gotten to you. (inside joke)

Bill

I’ve paid for Torque and I have an Indie Unity license. Oh and I also own Director, Blitz3D, BlitzMax, and RealBasic. Probably some other junk too.

Torque is a lot like getting, say, the source code to one of id’s engines (I think Quake 2 is open source now, is Quake 3?) but no right to any content. You get a great, but somewhat dated, engine which was engineered for a specific project and then kind of tossed on the Open Source heap (only it’s not quite Open Source).

The problem with Torque is – what is its target audience? A group including a hardcore C++ coder and some very good 3D artists with highish end tools who want a tool for $100. OK … this audience does not exist. And folks who want to make Tribes mods probably don’t need to pay for Torque at all. What’s the business model? Who will pay for this engine to be updated?

Unity is a tool for creating some kind of game, we don’t know what but it will probably use physics :p, using content developed in Maya or Cinema4D. Its target market is the semi-pro developer or multimedia pro who wants to dabble, isn’t afraid of coding but would rather not start by typing “void main (){” or whatever, and either is a competent artist or several colleagues who are and have a copy of Cinema4D or Maya.

To my mind, the most credible, well-targeted tool out there is Blitz3D. Pity it doesn’t run on a Mac. (BlitzMax which does run on a Mac may, eventually, be similarly credible.) Blitz3D is harder to use than Unity and less bleeding edge but – guess what, who cares? You’re not going to write a AAA title using Blitz3D so get over it. It also runs on laptops and the kind of dated computers folks who buy shareware often have. Its target market is programmers with $100 who can cobble/buy/borrow/get a friend to make acceptable 3d artwork and put together an indie game. They don’t assume said friend has spent $2000 on Maya.

So … Torque – silly product with no target audience going nowhere.

Unity – interesting product which is, presumably, at least useful to someone (e.g. Serious Games) which kind of has a target audience that may go somewhere.

And, well you didn’t ask, but BlitzMax/3D – a credible product with an existing audience developed by a guy in New Zealand living on fumes.

Ok, not trying to be mean or anything, but I think a lot of us would prefer it if you actually learned a little more about Unity before you make a post like this.

Unity isn’t just a little toy for “dabbling”. It is a professional interactive application development tool that can handle a huge range of professional games.

But perhaps I read your post wrong (and several other similar posts) wrong.

Not trying to be rude. Just don’t want other potential users to get the wrong impression of this great software. :wink:

-Jeremy