Nag, nag, nag
by Azazel Thoth · in Torque Game Engine Advanced · 06/05/2005 (6:10 pm) · 9 replies
It probably seems like nagging at this point, but does anyone know if there is a timeframe for finishing TSE? And I know the rules: add 50% to the total, for it to finish, and another 25% until the major bugs get fixed. I'm just so anxious to build with it.
About the author
#2
Is there something specific that you are still waiting for before you elect to go full time with TSE?
06/06/2005 (8:11 am)
Now that Atlas has been released, there shouldn't be any major changes that couldn't be easily adapted to until the final release as far as I am aware. Many licensed TSE owners are already developing full time on TSE, and others are developing in TGE with the plan to port at a later date. Either are fully functional strategies.Is there something specific that you are still waiting for before you elect to go full time with TSE?
#3
06/06/2005 (2:05 pm)
There are a bunch of teams already working full time in TSE.
#4
If there won't be major revisions to the system, I'd be comfortable working with it. I just want to be sure I'm not making a poor decision for our team. Do I have any real reasons to be concerned? If not, that's all I need to know.
06/10/2005 (3:45 pm)
My concern is mainly that we are a small group and absolutely cannot afford to waste time working with something that will change. It is also important to us that the system work reliably so that we can complete our work within our timeframe.If there won't be major revisions to the system, I'd be comfortable working with it. I just want to be sure I'm not making a poor decision for our team. Do I have any real reasons to be concerned? If not, that's all I need to know.
#5
Still nothing in your copy of TSE will change if you don't merge in new code. So if your worried about changes you can easily just stick to the TSE version you get and not update it. Or when there is a new feature or bug fix you gotta have merge in that code only. You're in full control.
06/10/2005 (5:55 pm)
There are lots of changes that are comming up that i know of. The material system will go thru some changes (moving from server side to client side). The dynamic lighting system just isn't there yet. The fx stuff (particles, grass, rain, etc) will be revisited. Shadows. I suppose the new map2dif code will be in TSE soon as well.Still nothing in your copy of TSE will change if you don't merge in new code. So if your worried about changes you can easily just stick to the TSE version you get and not update it. Or when there is a new feature or bug fix you gotta have merge in that code only. You're in full control.
#6
07/05/2005 (2:46 pm)
I am aware of the upcoming changes, that's why I do almost everything in script right now. It's much less work than keeping up with the engine changes in the old TGE, for example. If done right, development using TSE can be quite hassle-free.
#7
Nick
07/06/2005 (1:18 am)
Quote:Is there something specific that you are still waiting for before you elect to go full time with TSE?For me, it's the new terrain editor for the atlas terrain. I need to carefully sculpt terrain around destroyed buildings for my destroyed city level.
Nick
#8
07/06/2005 (8:17 am)
Yeah, agree the terrain editor is the biggest bottleneck as I see it right now :) We're almost there though, massive terrains was, well, a massive step forward towards what I need for my project ;)
#9
07/06/2005 (8:19 am)
Good hit Joseph ;)
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