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is Torque games engine suit me? [ topic closed ]

by Daniel Lambert-Tait · in General Discussion · 10/11/2011 (7:15 am) · 11 replies

Hey! I am new here, I need to know if torque 3D games engine suit me as I am 3d artist for games.

I has no skill in programmer code and script. so what to build a games engine using torque like?

I like Unreal Engine and Halo Reach's Forge editor, as it pretty easy to build games.

is that similar to torque game engine? in which features?
( don't need to tell me about graphic. I am already interest in Terrain editor, particle editor, decal editor and material editor. just thing I need to know about that prefab and script link to modelling..)

Can I have a look at short clip how to build a mini games so I can find out whatever I like that techs or not.
(to save your time. don't need show me how to export and place 3d modelling in a place. I already have a idea how do it..)

just that I really want to see how easy to attach script to modelling... and play it.. sort of a plug and play.



just in case if I do like that editor... When do torque X support XNA creator 4.0? create a Xbox 360 games is my dream. but at right now I am aim for stand alone window / mac games.

Thank you.

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#1
10/11/2011 (2:51 pm)
I'm not quite sure if T3D would be the absolute best choice for you as a lone artist. It's fine if you're working with another developer though, because you're gonna at least need some scripting skills to make things work. The best thing to do is : download the demo and see for yourself. Try some other engines too, and choose the one that suits you the most. A huge (I mean, huge) tutorial is to be released very soon (next week?) along with the new version of T3D, so don't give up too fast if you get stuck; they're working a lot on documentation/tutorials. Be quick to decide though, the price reduction will be over very soon. Good luck.
#2
10/11/2011 (9:11 pm)
i always have read t3d is not artist friendly.u can see it in many posts.
most artist friendly engine may be unity 3d.i am not an artist.so my talking is not final.do a search in forum.hope,u will find answer.

but in grafics quality is lot better in t3d
#3
10/12/2011 (7:56 am)
Are you a cat?
#4
10/12/2011 (8:34 am)
World/level building is pretty much WYSIWYG.

Quote:
I really want to see how easy to attach script to modelling... and play it..
Scripts do not directly attach to a model. Think of scripts as a series of logic instructions that interacts with groups of data. Basic, stationary, prop-like objects can simply be dropped into the scene - no need for scripting. Players, vehicles, items, weapons, etc, will require a suitable datablock in order to function as the relevant object class. This datablock structure is one you will have to learn. Each object class has callbacks that allow script interaction. Stock scripts contain game logic that gives you a basic free-for-all multiplayer deathmatch experience and most all object classes have some sort of example of their usage. In order to expand upon or alter the template gameplay will require learning how to script - see the various Tutorials and Resources for examples of this.

Personally, I find Torque to be easy to use: art, script, and code wise.

TorqueX is no longer supported. However, there is a community initiative (TorqueX CEV - Community Enhanced Version) that has updated the codebase for XNA 4.0.
#5
10/13/2011 (4:20 am)
Thank you to everyone who reply,

Lunacy,
Thank you for that information. I think I will wait for that tutorial document to find out if I can understand it, or not.


ahsan muzaheed,
I have team up with other programmer. but he is busy in darkbasic games engine. ( dark basic not my type. graphic.... heh.)
so if torque 3d are easy to build than darkbasic and has better graphic then I may try pull him into it! heh.
I just download unity3d while agos. unity 3d graphic are better than darkbasic. but I like torque graphic better.
so it seem that I agree with you.


Michael Hall,
Datablock structure... mmm... I will find out about that in tutorial like Lunacy stat that. Thank you for that!

TorqueX CEV is very good forum area for apps hub user.
but I cannot find to buy TorqueX CEV software? or download trail.
can I have a link to it? because I want to read a feature for torque X 4.0

Thank you.

p.s.
AllynMcelrath,
no I am allergy to pet. that was really off topic.
#6
10/13/2011 (9:03 am)
To gain access to the Torque X CEV repository you first need a license for Torque X. Once you have that you contact Giuseppe on this thread
#7
10/13/2011 (9:52 am)
You don't necessarily have to wait, get the demo, you can already start getting familiar with the different editors (see the documentation, there are simple examples in the scripting section too).
#8
10/14/2011 (3:56 am)
I've email to torque team to see if I still able to get torque X.

as I've read a documentation for torque 3d, it look okay.
When I have time to contact my programmer then maybe ask him to try script few stuff for torque 3d ( because it can be export into torque x... is I read it right?)

so I will wait for torque team reply then I can find out.

Thank you both of you, for reply.

and I have last questions.
Can torque 3d sell indie games from digital games download store like Steams and Big Fish Games?

if it able to, then I will download demo and try it out and see how easy it was.
#9
10/14/2011 (8:17 am)
Torque X is available for purchase on the product page, it's just not supported any longer. Torque X and Torque 3D are completely different engines, written in different languages. TorqueX uses C#, Torque 3D uses C++ and Torque Script. Some assets can be used between them, but you would have to rewrite any code for use in the other engine. Levels would have to be rebuilt/redesigned as well.

If you meet the requirements to publish at a portal then there are no limitations from Torque or GarageGames. However there are some portals that prohibit the usage of splash screens which is a requirement by the Torque EULA.
#10
10/14/2011 (11:26 am)
Thank Micheal.

Now I got everything I need to know.

this topic is closed. Thank you everybody.
#11
02/16/2012 (6:39 am)
this was also interesting for me,
thank you guys :)