Some questions before beginning my new game
by Alessandro · in Torque 3D Beginner · 04/01/2013 (2:06 am) · 9 replies
Hello,
I have some question before beginning my new game with Torque:
1) I red that Torque script is slow (compared to other script engines like LUA? Or compared to C ?) ? Is it true? I don't want to use C and I wish to make my game in script only. Can I do that? Isn't script slow? I will use script for AI, to manage game logic, manage GUI, etc... Basically the game will be an FPS divided in levels (like classic 2d games :-) ). Do you think that script fits my needs for performance point of view?
2) I noticed that when I make some scripts to implement specific features, in the forum many people modify the exisiting scripts. THis approach is more similar to a modding phase than a game complete rewrite. I concern is that, If I modify existing scripts, in the time I will not remember any more which things I modified, and the game management may become a mess. So, is there any way to make a game from ground up like a real game engine (e.g. Unity, Shiva3d, 3DGS, etc...): I wish to write my code in separated area, then, if needed I wish to "include" already existing functionalities (like an "import" or "include" file), and I wish to avoid to modify everytime system scripts. Is it possible in the real world?
3) Last question for Torque programmers (thank you for your patience :-) ): now that Torque is open source, how do you get money to live and "eat"? If I definitively will use this engine, how can I support you (in the past I already bought an official license, but I didn't use it).
Thank you!
I have some question before beginning my new game with Torque:
1) I red that Torque script is slow (compared to other script engines like LUA? Or compared to C ?) ? Is it true? I don't want to use C and I wish to make my game in script only. Can I do that? Isn't script slow? I will use script for AI, to manage game logic, manage GUI, etc... Basically the game will be an FPS divided in levels (like classic 2d games :-) ). Do you think that script fits my needs for performance point of view?
2) I noticed that when I make some scripts to implement specific features, in the forum many people modify the exisiting scripts. THis approach is more similar to a modding phase than a game complete rewrite. I concern is that, If I modify existing scripts, in the time I will not remember any more which things I modified, and the game management may become a mess. So, is there any way to make a game from ground up like a real game engine (e.g. Unity, Shiva3d, 3DGS, etc...): I wish to write my code in separated area, then, if needed I wish to "include" already existing functionalities (like an "import" or "include" file), and I wish to avoid to modify everytime system scripts. Is it possible in the real world?
3) Last question for Torque programmers (thank you for your patience :-) ): now that Torque is open source, how do you get money to live and "eat"? If I definitively will use this engine, how can I support you (in the past I already bought an official license, but I didn't use it).
Thank you!
#2
I have tasted both ShiVa 3D and Unity 3D, while i won't claim to have actually made any Game (I'm fully new to 3D Modelling too, still learning from the very base of the "Ground"), Torque 3D, as i have gone so far is amazing.
Torque 3D is a real Game Engine, GarageGames has been in Game Industry since 2000(Source: GG).
Talking about the price now, ShiVa 3D is not a Free Engine, the demo allows you to publish to Web only, NOT desktop. Torque 3D MIT Version allows you to publish to both Desktop and Web. Their(ShiVa 3D) "Professional" Editor is not User Friendly either. And you don't get the Engine SourceCode.
While Torque 3D is not as easy to pick up as Unity, it's amazing, i'm in a learning stage but well every Game Engine takes time before you actually make something out of it, this is true for Unity too.
Torque 3D is free, it's Engine Source Code is Free and the License, no one can deny the fact that GG was (and is) very "Public" Friendly to release the Engine with such a rewarding license.
04/01/2013 (5:03 am)
I have tasted both ShiVa 3D and Unity 3D, while i won't claim to have actually made any Game (I'm fully new to 3D Modelling too, still learning from the very base of the "Ground"), Torque 3D, as i have gone so far is amazing.
Torque 3D is a real Game Engine, GarageGames has been in Game Industry since 2000(Source: GG).
Talking about the price now, ShiVa 3D is not a Free Engine, the demo allows you to publish to Web only, NOT desktop. Torque 3D MIT Version allows you to publish to both Desktop and Web. Their(ShiVa 3D) "Professional" Editor is not User Friendly either. And you don't get the Engine SourceCode.
While Torque 3D is not as easy to pick up as Unity, it's amazing, i'm in a learning stage but well every Game Engine takes time before you actually make something out of it, this is true for Unity too.
Torque 3D is free, it's Engine Source Code is Free and the License, no one can deny the fact that GG was (and is) very "Public" Friendly to release the Engine with such a rewarding license.
#3
Also torquescript is getting several perfomance improvements atm, it is possible that it will get improved enough for you to write script-only
04/01/2013 (8:07 am)
If you purchase dnt you can write your scripts in c#, that should be fast enough to stay in scripts, and you can multithread your scripts. You can find it here.Also torquescript is getting several perfomance improvements atm, it is possible that it will get improved enough for you to write script-only
#4
The example script projects are just that, examples. You can technically start the engine up and initialize a window canvas with 8-15 lines of script, but it's not going to do anything beyond that. The templates provide some necessary and/or common functionality that is typically reused from game to game... which admittedly have become bloated over the years, especially the Full Template! You may prefer starting with the Empty Template and implementing your own inventory management, gameplay logic, etc, etc. The "core" directory you can probably ignore. If you really want to separate your game code from the example template code you should learn how the script "package" functionality works.
Garagegames, the owners of the Torque brand, now do contract related work. Torque development itself is now in the hands of the community and the Steering Committee. There is nothing that is any freer or more open than that.
04/01/2013 (8:17 am)
Torque was once used to power a fast paced (one of the fastest at the time) FPS game... and it did this through script and direct engine coding. Other than object/item scripts, the gameplay performance that is defined in script is still very much the same as it was way back then. Sure it may not be the most efficient scripting language compared to one that is more modern, but it's a far from the worst. Gameplay logic, object interaction (use, power on/off, pickup, etc) and GUI interaction is exactly what script is for. Continous transform adjustment, physics simulation, etc are things that are best done engine side. AI is a tricky beast and there is no one perfect solution through code or script either one, just use what works for you game and optimize if it needs it.The example script projects are just that, examples. You can technically start the engine up and initialize a window canvas with 8-15 lines of script, but it's not going to do anything beyond that. The templates provide some necessary and/or common functionality that is typically reused from game to game... which admittedly have become bloated over the years, especially the Full Template! You may prefer starting with the Empty Template and implementing your own inventory management, gameplay logic, etc, etc. The "core" directory you can probably ignore. If you really want to separate your game code from the example template code you should learn how the script "package" functionality works.
Quote:No modular changes were part of the roadmap for 3.0, only cleanup and restructuring. The bulk of the cleanup has already ocurred on the development branch, but the planned restructuring we decided not to do so as not to confuse people between the next release and the hopeful arrival of the ground-up rewrite for "modules" in the one after that (4.0). At that point, any further maintenance, or changes, for the existing Templates will be in the community's hands and not the committee.
I think there are some modular changes coming in the next update to Torque3D 3.0 (due anytime)
Garagegames, the owners of the Torque brand, now do contract related work. Torque development itself is now in the hands of the community and the Steering Committee. There is nothing that is any freer or more open than that.
#5
Also I will check info about the packages.
I'm performing final tests but I'm confident I will use Torque3d for my game.
THank you again to everyone for your help!
04/01/2013 (8:35 am)
Thank you to everyone.I'm looking for info about C sharp.Also I will check info about the packages.
I'm performing final tests but I'm confident I will use Torque3d for my game.
THank you again to everyone for your help!
#6
Does it work well with Torque 2?
More info (I red the site but there are not so many information)>
04/01/2013 (8:44 am)
One thing more: have someone used DNT for C sharp practically? It is really well integrated, updated and fully functional? I noticed it costs 99$ but it could be an interesting solution.Does it work well with Torque 2?
More info (I red the site but there are not so many information)>
#7
Although I recommend you wait untill the next update is out, it improves the syntax alot.
The next update should be out sometime this week.
Although I have used it, and I think it works really Well :)
Edit: you only pay the 99$ for the generator that generates the bridge between .net and c++
Meaning you can use the version on that github page for free, but if you add new classes or functions to the engine you wont have access to them from c# without the generator
04/02/2013 (3:20 am)
Try it for yourselfAlthough I recommend you wait untill the next update is out, it improves the syntax alot.
The next update should be out sometime this week.
Although I have used it, and I think it works really Well :)
Edit: you only pay the 99$ for the generator that generates the bridge between .net and c++
Meaning you can use the version on that github page for free, but if you add new classes or functions to the engine you wont have access to them from c# without the generator
#8
Alessandro, what informtion do you feel the site is missing? you can email me at pyoskowitz@winterleafentertainment.com if u wish.
04/02/2013 (3:57 am)
Quote:More info (I red the site but there are not so many information)>
Alessandro, what informtion do you feel the site is missing? you can email me at pyoskowitz@winterleafentertainment.com if u wish.
#9
@Paul Yoskowitz for example, I did not understand well what @Lukas said:
<< Edit: you only pay the 99$ for the generator that generates the bridge between .net and c++
Meaning you can use the version on that github page for free, but if you add new classes or functions to the engine you wont have access to them from c# without the generator >>
It means I can use it for free if I do not create new C++ classes. Is it correct?
Some info can be taken only from video: instead I think even a "conventional" html page can be useful for a quick start tutorial. Even a practical basic example could be useful also.
04/02/2013 (4:51 am)
Thank you to everyone. @Paul Yoskowitz for example, I did not understand well what @Lukas said:
<< Edit: you only pay the 99$ for the generator that generates the bridge between .net and c++
Meaning you can use the version on that github page for free, but if you add new classes or functions to the engine you wont have access to them from c# without the generator >>
It means I can use it for free if I do not create new C++ classes. Is it correct?
Some info can be taken only from video: instead I think even a "conventional" html page can be useful for a quick start tutorial. Even a practical basic example could be useful also.
Torque Owner David Robert Pemberton
www.deadlyassets.com
2) Torque3D IS a real game engine, you can start with an empty template and go from there, I think there are some modular changes coming in the next update to Torque3D 3.0 (due anytime)
3) The owners of Torque3D now do contract work, see this post www.garagegames.com/community/blogs/view/22218