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What platform to use?

by Nils Jeppe · in General Discussion · 10/18/2004 (1:39 am) · 8 replies

Hi guys,

While I have done a lot of programming in my past, I am just getting back into it. I am interested in TGE/TSE and I have a million* questions. Please bear with me if I drop some of them in the wrong areas.

My first and foremost question is: What platform do you guys use for development? Which one do you feel is best/easiest to use for Torque development, and which makes for the best "base" from which to port over to the other two platforms? I am a little biased against Windows for several reasons, but let that not influence this.

So, what is the best platform (Mac, Linux, Windows) to give Torque a shot (and later to develop on:p).

Thanks,
- Nils




* Probably really n+1 questions. You know how these things go.

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  • #1
    10/18/2004 (3:30 am)
    I'm working on a Mac right now, and I can say the tool support (non GG) is not as good as with Windows. For modelling, you're limited to LightWave (no DSQs) or Blender (incomplete exporter). That's a big disadvantage.

    From what I've found on GG, they've said that 65% of their revenue from games come from the Mac side. Almost 0% ("a labor of love") come from Linux. And Windows requires a breakthrough.
    #2
    10/18/2004 (3:33 am)
    The biggest problem on the Mac side is that there are no tool available for .map editing. (Except from radiant).
    #3
    10/18/2004 (3:46 am)
    Thanks. Tool support is a non-issue really. I probably have to roll my own for several core parts of my intended project anyway; and besides, data files are so very portable. I could easily outsource that to a different platform. My concern is simply to find the best platform for primary code development so I won't get into trouble lateron when/if it gets ported to the other two Torque supported platforms.

    - Nils
    #4
    10/18/2004 (12:29 pm)
    You're right about the lack of .map export. There is, however, a script in the works for Blender. I don't know the latest state of it.
    #5
    10/18/2004 (2:45 pm)
    @Scott

    Scott, as a newbie here, I'm curious as to when you say "And Windows requires a breakthrough"

    What do you mean by that, are you saying there's a shortage of developers using Torque for the windows platform? If you are, I'm seriously shocked, I would have thought the market would be flooded with Torque-Windows developer!
    #6
    10/18/2004 (3:11 pm)
    That's exactly my point. The market for Windows is flooded. For the games, too. Read some of the GG FAQs and they say just what I've said. A "breakthrough" means something really unique and desirable. Something that may be pretty tough to obtain. That's all.
    #7
    10/18/2004 (3:24 pm)
    Thanks, looks like I shall have to get my thinking cap on then..! (here come the sleepless nights again!)
    #8
    10/18/2004 (5:58 pm)
    If you just want to get in and make something simple, you don't really need to make changes to the engine. There's quite a bit that can be done without regard to the platform of development. One suite of scripts and models designed on one system will work on the others.