Torque Vs. 3dgamestudio A6
by Amir Beygi · in Torque Game Engine · 11/12/2005 (4:03 am) · 9 replies
Hi all.
sorry about my bad english.
if u ever seen before the game studio game engine, it is not an open source engine but you can do every thing with it's scrips i am not a professional in torque, but i thing that ((*)) the torque script is not powerfull and if you want to do some things you must edit the source code (i hate editing the source)...
is my thinking ((*)) correct or not ?
tanx.
sorry about my bad english.
if u ever seen before the game studio game engine, it is not an open source engine but you can do every thing with it's scrips
is my thinking ((*)) correct or not ?
tanx.
#2
and just so you know, it is possible to make none FPS games with Torque script as well as simple FPS games.
Good Luck,
Lee-Orr
P.S - you don't happen to be from israel, do you? I am sorry if it is a bit rude, I simply don't know anyone with the name Amir who isn't from israel
11/12/2005 (4:47 am)
I can say that the onll reason I might even think of using A6 is because of the easy scripting language. but in my opinnion that is only an excuse if you simply CANT or HATE changing source code, or if you need something for which you will need to change a very large amount of code. the only really useful version of A6(pro) is far more expensive than Torque. I don't know about any other easy engine, but I think Torque has a good combination between easyness and features.and just so you know, it is possible to make none FPS games with Torque script as well as simple FPS games.
Good Luck,
Lee-Orr
P.S - you don't happen to be from israel, do you? I am sorry if it is a bit rude, I simply don't know anyone with the name Amir who isn't from israel
#3
Both are wonderful engines. With different uses.
A6
-Used for prototyping games. Many of my games start off in this engine simply because it takes an extremely short time for me to create them in this engine.
TGE
-Used for finishing the product. One of the developers I work with regularly was telling me that he is making his first steps into the Console market with an associate of ours. He is working on the XBOX side of it with NDL (Gamebryo) but told me that a PS2 port of it will be using TGE.
Both are great. But you will eventually come to a wall with A6.
11/12/2005 (6:54 am)
I have (and do) use both A6 and TGE.Both are wonderful engines. With different uses.
A6
-Used for prototyping games. Many of my games start off in this engine simply because it takes an extremely short time for me to create them in this engine.
TGE
-Used for finishing the product. One of the developers I work with regularly was telling me that he is making his first steps into the Console market with an associate of ours. He is working on the XBOX side of it with NDL (Gamebryo) but told me that a PS2 port of it will be using TGE.
Both are great. But you will eventually come to a wall with A6.
#4
Both are wonderful engines. With different uses.
A6
-Used for prototyping games. Many of my games start off in this engine simply because it takes an extremely short time for me to create them in this engine.
TGE
-Used for finishing the product. One of the developers I work with regularly was telling me that he is making his first steps into the Console market with an associate of ours. He is working on the XBOX side of it with NDL (Gamebryo) but told me that a PS2 port of it will be using TGE.
Both are great. But you will eventually come to a wall with A6.
11/12/2005 (6:56 am)
I have (and do) use both A6 and TGE.Both are wonderful engines. With different uses.
A6
-Used for prototyping games. Many of my games start off in this engine simply because it takes an extremely short time for me to create them in this engine.
TGE
-Used for finishing the product. One of the developers I work with regularly was telling me that he is making his first steps into the Console market with an associate of ours. He is working on the XBOX side of it with NDL (Gamebryo) but told me that a PS2 port of it will be using TGE.
Both are great. But you will eventually come to a wall with A6.
#5
I'm by know means in the loop on TGE development and neither is either my associates. He simply told me that the PS2 porting team was looking at TGE, wheter that is possible or not is beyond my knowledge. I probably would be under NDA if I did ;)
11/12/2005 (6:57 am)
Since I can't find the edit button.... I thought I should add:I'm by know means in the loop on TGE development and neither is either my associates. He simply told me that the PS2 porting team was looking at TGE, wheter that is possible or not is beyond my knowledge. I probably would be under NDA if I did ;)
#6
lol dont worry man, the GG folks have said over and over that they highly recomend the right tools for the job, no matter what tool that may be.
11/12/2005 (7:41 am)
Quote:
Apologies to GG if I shouldn't be recommending different engines than torque on this website [contact me privately to let me know].
lol dont worry man, the GG folks have said over and over that they highly recomend the right tools for the job, no matter what tool that may be.
#7
A person can make their game in either engine (or in Unity or Irrlicht or Quake 3 or Nebula or 3DRad or DarkBASIC or BlitzMax, etc), but the key components that you must consider are:
1) where are you at in terms of experience? Be honest. You can have dreams and no skills, and that often adds up to never getting a game started, let alone complete. If you have no programming experience or extremely limited experience, an engine like A6 or Unity will help you get up and running quickly but you need to carefully evaluate where you want to be at the end of the process and whether you can get there with that engine. Be realistic and wipe the dream from your eyes. If you're going to attempt to make Final Fantasy XI with the lowest-cost version of A6 and Milkshape, you might need to readjust your thinking a bit.
2) What is your target audience? Are you making a pitch title? Are you making an indie release? Do you want to sell the rights and be done with it or do you want ownership? Do you want to be on consoles? Do you want to hit the Mac and Linux markets? All of these questions will factor into your decision on which engine to buy.
There are a lot more things to consider, but I'm heading out for a furious day of filming. I'm sure the rest of the community can give much more cognizant advice.
11/12/2005 (8:02 am)
Well, I have both and I like both....but you are somewhat mistaken about the scripting language. What you are losing with A6 is the ability to make the engine do something if the scripting language does not support it. The SDK is nice, but doesn't have all of the nitty gritty of the engine internals. People, industrious people, have done some amazing things with the SDK, but if you hate playing with source, the SDK will not help you much in A6.A person can make their game in either engine (or in Unity or Irrlicht or Quake 3 or Nebula or 3DRad or DarkBASIC or BlitzMax, etc), but the key components that you must consider are:
1) where are you at in terms of experience? Be honest. You can have dreams and no skills, and that often adds up to never getting a game started, let alone complete. If you have no programming experience or extremely limited experience, an engine like A6 or Unity will help you get up and running quickly but you need to carefully evaluate where you want to be at the end of the process and whether you can get there with that engine. Be realistic and wipe the dream from your eyes. If you're going to attempt to make Final Fantasy XI with the lowest-cost version of A6 and Milkshape, you might need to readjust your thinking a bit.
2) What is your target audience? Are you making a pitch title? Are you making an indie release? Do you want to sell the rights and be done with it or do you want ownership? Do you want to be on consoles? Do you want to hit the Mac and Linux markets? All of these questions will factor into your decision on which engine to buy.
There are a lot more things to consider, but I'm heading out for a furious day of filming. I'm sure the rest of the community can give much more cognizant advice.
#8
11/12/2005 (10:47 am)
I'm curious why someone so against editing source code would try to make a game? That's like saying "I want to drive a car, but I hate driving cars." If you hate it so much, just find a friend that can program and make him part of your team with the payoff at the end. That's how most indies get started :)
#9
I really don't hate change the source code.
so my question is, if torque script is powerfull as gamestudio script ?
11/13/2005 (1:02 am)
Hi. I really don't hate change the source code.
so my question is, if torque script is powerfull as gamestudio script ?
Torque Owner Bryan Edds
But going to A6 just because TGE requires some engine coding would be like cutting off your leg because of a broken toe. I can't think of any reason to recommend A6.
If you're a beginner, it might be best to consider the 3Impact engine. It's really modular and easy to use (well, as easy as any engine can be...). It doesn't have anywhere NEAR as many features as Torque (you'll have to roll your own gui system and most of you high level game dev tools...), but it might be good for a beginner.
When I finish my 2D game, I'll probably use 3Impact for a simple 3D game.
...
Apologies to GG if I shouldn't be recommending different engines than torque on this website [contact me privately to let me know].
w007.