Game Development Community

A6 vs Torque

by Cryptwalker · in General Discussion · 01/09/2004 (7:29 am) · 28 replies

Heya folks! I know this is the age old question, but I have done my fair share of research of the comparisons from this forum and dozens of others concerning the comparisons of 3D engines - specifically A6 and Torque. I've got enough info and I'm on the verge of purchasing Torque and joing the community but right now but there are some questions that I need to edge out before I do. Right now I own the A6 engine and personally, I think it works great for me. But its when I run into those brickwalls that really cant be optimized such as wide area terrains and networking. Which now gets me think about switching to Torque. Heres what I already know :

- quite obiviously a better engine than A6
- full C++ source
- outstanding networking
- Torque has C-like scripting which can be use to make simple games
- C++ is needed to compile and tailor your game
- torque has built in GUI editor, terrain editor, and object placer
- steep learning curve
- horrible documentation

But what I want to know is... :

- How efficient is torque scripting? What kind of games can I build with it?
- Besides compiling, and modifying the source, what do I need C++ to do really?
- Can multiplayer be created from scripting alone?
- Are there any decent "building a sample game" tutorial for torque?
- Is torque documentation just a bunch of references?

Thanks alot,

Neuro
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#21
01/17/2005 (4:15 pm)
Sounds excellent. I'm encouraged. Just picked up the Finney book. Thanks for the link on the Essential Guide to Torque. I'm heading up to our friendly public library (which has DSL) to download. Speaking of which, I've seen other posts asking about whether or not the base documentation (entry point Torque desktop) is available for download. We can only do about 31k here in the tip of Michigan's thumb and internet documentation can be real tedious.
#22
01/17/2005 (4:50 pm)
As of right now, it's not downloadable, however, doxygen can be configured relatively easily as far as I understand so you can generate the documentation yourself. This has the added advantage of (as long as you comment your code and scripts appropriately in accordance with doxygen standards) having your own personal documentation kept up to date.

I can't find the link at the moment, but there should be at least a couple of threads talking about setting up doxygen locally.
#23
07/01/2005 (4:47 pm)
Woah...its been well over a year...and just checked out this post I started when back when...
Just an update...I'm still using the A6 engine....still checking out Torque from time to time....
#24
07/02/2005 (4:45 am)
Reprint from my response to the same or similar recent question on the Blitz3D forum... coincidence that this same discussion is popping up there too...

anyways...

Quote: i wanted to like it... the lightmapper in the level compiler does a really good job...

but that's where the good stuff ends... the rest is crap, and the attitude the fanboys on the forum there is pathetic, considering that they are being ripped big time...

now i know this is an extreme opinion, and i want to preface what else i'm gonna say with the following... this is my own assesment and in no way represents the opinions of the admins of this web site...


my rationale is as follows...

1- no coordinated shader support... shaders are problematic and slow down the system dramatically... regardless of the hype, shaders are unusable in A6...

2- shadows still don't work right... get in the shadow volume, and the world except where the shadow should be gets shadowed... this bug has been reported for years...

3- shadows slow down the system dramatically... another long standing fault...

4- multiplayer code is problematic...

5- commercial version only gets 4 multiplayer connections on top of that... you've gotta spend $800 for a pro version license to get many players together... and still, it won't work properly...

6- you only get 1 physics object for the commercial version... gotta pay approximately $800 for the pro license to get more... and that is problematic as well...

7- constantly changing scripting templates are the basis for mass confusion...

8- models and block geometry made in the level editor really do not coexist well with the current lighting system...

there's a lot more... and, although the forum has a few decent coders and developers... the most vocal ones are pure jerkholes... whose delusion are part of the public record... truth and fact have no bearing in their world...


this has been my experience with 3DGS so far...

yours may be different... but be prewarned...


--Mike
#25
07/03/2005 (3:27 am)
My two cents: I've had an A5 and by my standards it is pretty clumsy. The Torque is much more flexible and can produce far greater games from far greater genres (depending on your knowledge of programming and the editors).
#26
07/06/2005 (1:46 am)
We're pushing to improve documentation and offer books as well. This year, we'll be rolling out "GG Press", with docs from here on the site, the excellent Essential Guide to Torque, by Ed Maurina, and a new book by Ken Finney.

"and a new book by Ken Finney. "

Any news update on this new book?
Maybe based on TGE 1.4 so it will come after 1.4 is released?
#27
07/06/2005 (4:37 am)
Thats good to hear Hokuto thanks!
#28
07/06/2005 (4:40 am)
Ouch...
sorry I'm confusing people!

My post was about a quote from Josh Williams:
"
We're pushing to improve documentation and offer books as well. This year, we'll be rolling out "GG Press", with docs from here on the site, the excellent Essential Guide to Torque, by Ed Maurina, and a new book by Ken Finney.
"
Josh Williams post on this thread Jan 16, 2005 10:20

I have nothing to do with any of the above Press or Books etc..


That was what Josh said in January...
I was simply asking if there was any news/updates about this new material and the new book....
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