Torque 3D 3.9 Release Candidate
by Jeff Raab · 06/08/2016 (10:08 am) · 9 comments
Hey everyone!
After a bit of a delay off the original estimate(due to trying to squash some bugs that kept on cropped up that we wanted fixed), the release candidate is finally here!
You can grab it from the github page for it, here. Source code and Windows binaries for the release are there, and the Linux binaries will be uploaded later this evening.
Several new things are in play, like the proper deferred renderer, DX11 support, the experimental Entity/Component stuff, proper file dialogs on Linux and a multitude of other fixes, improvements and additions.
The release candidate cycle will probably run until the end of the month so we can make sure to really hammer in any bugs that may have squeaked through the cracks unless everything goes really smoothly, and then the full release and a breakdown of plans for 4.0! In the meantime, we'll keep an eye out on any other bugs, and I'll wrap up the port of the old GG demos to go out with 3.9 on release.
Original post on the T3D forums, here.
After a bit of a delay off the original estimate(due to trying to squash some bugs that kept on cropped up that we wanted fixed), the release candidate is finally here!
You can grab it from the github page for it, here. Source code and Windows binaries for the release are there, and the Linux binaries will be uploaded later this evening.
Several new things are in play, like the proper deferred renderer, DX11 support, the experimental Entity/Component stuff, proper file dialogs on Linux and a multitude of other fixes, improvements and additions.
The release candidate cycle will probably run until the end of the month so we can make sure to really hammer in any bugs that may have squeaked through the cracks unless everything goes really smoothly, and then the full release and a breakdown of plans for 4.0! In the meantime, we'll keep an eye out on any other bugs, and I'll wrap up the port of the old GG demos to go out with 3.9 on release.
Original post on the T3D forums, here.
About the author
#2
I find the code to be pretty easy to navigate and read as well.
Going forward with 4.0, we're going to be doing a lot up heavy updates to modernize the workflow and make everything a lot easier to use, as well as further cleanups to the engine.
06/08/2016 (10:06 pm)
Pretty good integrated enviornmental/level editing tools, rock-solid networking you don't need to really fuss with, and by far the most free and open of them.I find the code to be pretty easy to navigate and read as well.
Going forward with 4.0, we're going to be doing a lot up heavy updates to modernize the workflow and make everything a lot easier to use, as well as further cleanups to the engine.
#3
06/09/2016 (7:39 am)
Congratulations on your milestone!
#4
Let me answer that as I have used UE4 and Unity a bit.... Muahahha :O)
T3D vs. UE4
1. a real scripting language and not visual blueprint(believe me for some that is a big issue). Don't talk about the C++ scripting in Visual Studio... not fast or optimal if you come from the C# background or TS background. Even CryEngine has now implemented the C# possibility.
2. Simple editor compared to UE4's a lot more advanced/complicated editor. The amount of nodes in making landscapes are crazy!!!
3. A much smaller code base compared to UE4(it is huuuuge)
4. A much more flexible license. You can make gambling and other such games with T3D. That is not something a normal UE4 license gives you.
5. No royalties what so ever with T3D. UE4 wants 5 procent
6. With DX9 a game made with T3D can be used on most machines. UE4 sadly does not offer support for DX9.
7. T3D supports Collada, UE4 supports fbx.
8. T3D has AFX special effect system for free. In my opinion it works much better than what UE4 offers(due to the Blueprint workflow, which is weird/annoying imo).
9. searching in TorqueScript is much faster than searching in Blueprint(imo).
10. T3D has real open source code and not the UE4 license version where the use is still restricted in some cases.
T3D vs. Unity
1. Scripting is competing here as TS vs. C# makes no sense. Both are fine workflows.
2.Editors. Again I feel T3D wins with it's simple design. Unity has more features but it feels like they are getting in the way. Unity starts to be more for big teams specializing in parts/roles and not small teams where a person has many roles.
3. Code base comparison is not needed to discuss. Unity does not offer access to the source. A big turnoff.
4. License is also not that flexible as MIT. Again T3D wins.
5. T3D no license fee per seat when/if you exceed the 100K $. Unity has that... 1.5K $ per seat.
6. Both has no royalty but Unity has the per seat fee if you are lucky/smart/good enough to hit the magic border of 100K $
7. Unity is using fbx unity version and Collada is also possible(I tested that in Unity 4...). T3D is only using Collada.
8. T3D has AFX special effect system for free. A Unity version(not so develop as AFX for Torque 3D though) is available but you pay for it per seat.
9. Here Unity and T3D stand even as they both have good searching possibilities through the code due to the C# and TS scripting system.
10. Unity looses here as it offers no access to source code and you will have to sit around and wait before bugs are fixed. T3D is transparent all the way through. Sure some people "claim" that they never need to use the source in Unity as they can make/program plugins. However, still I see some of those now go for other engines that offer access to the source in these days.
See this article here:
http://martiancraft.com/blog/2014/08/an-unreal-decision/
In my opinion T3D is still a valid and stable choice. I have used UE4 a lot. Unity some. I was amazed by UE4 but C++(even with hot compile whatever I got tired of it) and Visual Blueprint(crash crash to desktop) are not the way I like to work(Torsion all the way, stable and hardly ever crash to desktop), when stuff has to be done fast and efficiently. I utterly hate sockets in UE4 Persona Editor and the crashes seen in it. mount1... mount32 in T3D is way easier and much faster. I also do not like the license UE4 offers. The last also goes with Unity.
Perhaps I also dislike that the "modern" engines do not offer support for DX9. I still like to be able to deal with that API(if needed... as it works damn well and is stable). Hence I use an older T3D version and I will only update to version 3.9(EDIT: for now) and opt out on the use of T3D 4.0 when it is released(EDIT: Unless I need the features of version 4.0 in the future). I also like my users to be given the choice between DX9 and DX11 for now.
No company can change the license or the rules with T3D. No raise in the royalties or per seat fees. No chains, total control, total free and total relaxed. Less law and more gamedev.
Long post. Sorry. Of course anyone reading the above text can disagree if they feel like(also a lot of it is personal preferences). In the meanwhile I enjoy 100 procent control of my tool down to the last drop of blood and sweat.
06/09/2016 (9:21 am)
Quote:Great work guys! But at this point what does Torque offer over Unreal Engine 4 or Unity 5?
Let me answer that as I have used UE4 and Unity a bit.... Muahahha :O)
T3D vs. UE4
1. a real scripting language and not visual blueprint(believe me for some that is a big issue). Don't talk about the C++ scripting in Visual Studio... not fast or optimal if you come from the C# background or TS background. Even CryEngine has now implemented the C# possibility.
2. Simple editor compared to UE4's a lot more advanced/complicated editor. The amount of nodes in making landscapes are crazy!!!
3. A much smaller code base compared to UE4(it is huuuuge)
4. A much more flexible license. You can make gambling and other such games with T3D. That is not something a normal UE4 license gives you.
5. No royalties what so ever with T3D. UE4 wants 5 procent
6. With DX9 a game made with T3D can be used on most machines. UE4 sadly does not offer support for DX9.
7. T3D supports Collada, UE4 supports fbx.
8. T3D has AFX special effect system for free. In my opinion it works much better than what UE4 offers(due to the Blueprint workflow, which is weird/annoying imo).
9. searching in TorqueScript is much faster than searching in Blueprint(imo).
10. T3D has real open source code and not the UE4 license version where the use is still restricted in some cases.
T3D vs. Unity
1. Scripting is competing here as TS vs. C# makes no sense. Both are fine workflows.
2.Editors. Again I feel T3D wins with it's simple design. Unity has more features but it feels like they are getting in the way. Unity starts to be more for big teams specializing in parts/roles and not small teams where a person has many roles.
3. Code base comparison is not needed to discuss. Unity does not offer access to the source. A big turnoff.
4. License is also not that flexible as MIT. Again T3D wins.
5. T3D no license fee per seat when/if you exceed the 100K $. Unity has that... 1.5K $ per seat.
6. Both has no royalty but Unity has the per seat fee if you are lucky/smart/good enough to hit the magic border of 100K $
7. Unity is using fbx unity version and Collada is also possible(I tested that in Unity 4...). T3D is only using Collada.
8. T3D has AFX special effect system for free. A Unity version(not so develop as AFX for Torque 3D though) is available but you pay for it per seat.
9. Here Unity and T3D stand even as they both have good searching possibilities through the code due to the C# and TS scripting system.
10. Unity looses here as it offers no access to source code and you will have to sit around and wait before bugs are fixed. T3D is transparent all the way through. Sure some people "claim" that they never need to use the source in Unity as they can make/program plugins. However, still I see some of those now go for other engines that offer access to the source in these days.
See this article here:
http://martiancraft.com/blog/2014/08/an-unreal-decision/
In my opinion T3D is still a valid and stable choice. I have used UE4 a lot. Unity some. I was amazed by UE4 but C++(even with hot compile whatever I got tired of it) and Visual Blueprint(crash crash to desktop) are not the way I like to work(Torsion all the way, stable and hardly ever crash to desktop), when stuff has to be done fast and efficiently. I utterly hate sockets in UE4 Persona Editor and the crashes seen in it. mount1... mount32 in T3D is way easier and much faster. I also do not like the license UE4 offers. The last also goes with Unity.
Perhaps I also dislike that the "modern" engines do not offer support for DX9. I still like to be able to deal with that API(if needed... as it works damn well and is stable). Hence I use an older T3D version and I will only update to version 3.9(EDIT: for now) and opt out on the use of T3D 4.0 when it is released(EDIT: Unless I need the features of version 4.0 in the future). I also like my users to be given the choice between DX9 and DX11 for now.
No company can change the license or the rules with T3D. No raise in the royalties or per seat fees. No chains, total control, total free and total relaxed. Less law and more gamedev.
Long post. Sorry. Of course anyone reading the above text can disagree if they feel like(also a lot of it is personal preferences). In the meanwhile I enjoy 100 procent control of my tool down to the last drop of blood and sweat.
#5
excuse me,
Congadulations! and , uhm... , THX! :)
have to have 39 and 40 . thanks for the excellent comparisons .
06/13/2016 (8:34 am)
excuse me,
Congadulations! and , uhm... , THX! :)
have to have 39 and 40 . thanks for the excellent comparisons .
#6
06/14/2016 (6:17 pm)
I still plan on using Torque for a commercial product. I think its a great engine and every bit as easy to get up an running as Unity. Both have their advantages and disadvantages of course but I still love Torque. Goal is to publish on Steam using Torque. Have some iOS projects I'm working on right now using Unity but I hope to start a full Torque Engine game hopefully by September/October 2016.
#7
Yeah that great, I try UE4 many time but very complicate with Blueprint.
I still use T3D and T2D....
06/20/2016 (10:43 pm)
Quote:Let me answer that as I have used UE4 and Unity a bit.... Muahahha :O)
Yeah that great, I try UE4 many time but very complicate with Blueprint.
I still use T3D and T2D....
#8
07/01/2016 (7:59 pm)
Happy to report that DX11 rendering is working like a charm and gives me a much smoother framerate than DX9 & previous versions.
#9
Congradulations!! Thanks for your hard works.
:)
07/09/2016 (7:08 am)
I'm waiting for the T3D V3.9 for a long time. I'm excited in this version.Congradulations!! Thanks for your hard works.
:)

Torque Owner Trenton Shaffer