Game Development Community

Considering TGE, need answers

by Saul C. · in General Discussion · 06/16/2006 (1:36 pm) · 32 replies

Hello! I am considering purchasing the Torque Game Engine (Indie Game License) but I need some answers first. So far, TGE looks like the very best of game engines out there, I just want to make sure.
These are the questions:

1. Can you program blood and gore?
2. Are there good physics and AI components?
3. Is there a fur engine, like the water engine?
4. Does the engine include a modeling tool for characters (the player, enemies, etc.)?
5. Can you create vehicles that you can enter and weapons you can pick up?

Thanks!
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#1
06/16/2006 (1:45 pm)
1. Yes
2. No
3. No
4. No
5. Yes
#2
06/16/2006 (1:47 pm)
Thank you very much!
#3
06/16/2006 (2:06 pm)
Try the LawMaker engine....AI, Physics, Integrated Editors, dual weapons. Uses Cal3d shape format; compiles like UT. Art side of things/ Engine side of things....a very complete package.
#4
06/16/2006 (2:14 pm)
On Lawmaker, it's pricing is yet to be determined. The "Weekend Warrior" licensing will be from $249-$999 (as noted, not determined yet) and the Indie Commercial at $1499 according to their forums. I'm not sure what the specifications of these are, though.
#5
06/17/2006 (7:30 am)
Thanks for all you answers! I thought of a couple more... really appreciate your guy's time!
Here they are:

1. Does TGE (Indie Licence) have any AI or physics? On the product page for it they said something about programing physics and AI in C++ from script, does this mean they include the script with the engine?

2. If TGE does not have any physics or AI, can you still program a good game without them?

3. Is TGE the right inexpensive engine for programing games... and will the games be high quality?

4. How would you recommend that I distribute games without a publisher, if it's possible?

5. Is TGE capable of creating a game like the following:
A realistic racer, you can shoot the other cars, has approximately 9 different courses, and when you win a race the next race is unlocked. I know TGE comes with two starter kits, one for RPGs and the other for racing games. Is there a way to incorporate those two together, and does the racing kit really have "state of the art car physics"?

Thanks again!
#6
06/17/2006 (7:41 am)
1. Very basic physics and AI. I think there is an AI pack coming out though.
2. Physics is rarely "needed" in a game but it depends what your making. AI is easier to implement yourself, and it depends if your game will need it.
3. You should ask that in more then just the GG forums (to get a rounded view as we are all basically uses of TGE) but yes I think that TGE is great value for money. How good the games are depends on your ideas and team. Plus most TGE skills you pick up can transfer onto TSE for visual goodies.
4. I recommend making sure it is Mac compatable but other then that I have no knowledge in that area.
5. For the physics again you will probably have to implement them yourself but it has the basics. You can definatly make it so cars can shoot (add weapon mounts etc). There are some teams doing racing games so it is definatly possible.
#7
06/17/2006 (7:56 am)
1. It has basic rigid body physics which are okay for a number of gametypes. They are not, however, fine for a realistic racer. You will have to implement a third party physics engine and work extensively with it and networking to get the right mix of features.

2. Yes. It depends on what you want to do. I rarely see physics actually used in games unless they are extremely basic. Even in games where physics are the bling, they are often rarely used in gameplay. They are used for visual bling. Racing games, however, are an exception since most modern ones are based on more accurate vehicle physics than in the past (if texture = grass, speed -10000).

3. It depends on the game. Use the right tool for the job and do your research. I find TGE/TGB to be amazing engines for a lot of different types of games. But the quality of the game eventually comes down to your team. You can have the best tools in the industry, and if you don't have a team that knows how to use them and use them well, it won't really matter in the end.

4. Finish the game first, then look at publishing and shopping options. Keep it in the back of your mind during the entire development process (which portal publishes titles close to yours, etc). But finish the game. If you don't have anything to show, there's no reason for them to look at you. Big ideas are a waste of time to publishers unless there's an implementation that makes use of them.

5. You could create the type of game you are talking about, BUT you would have to implement a physics engine to get the physics you are wanting.
#8
06/17/2006 (8:03 am)
Can I find a inexpensive physics engine, and if so, where?
#9
06/17/2006 (8:52 am)
You can find free ones. Can't remember any off the top off my head, but I know some people have tried to implement them. I think the biggest problems they are haveing is with the networking. I think RocketBowl used an outside physics engine with TGE and that went ok because it isn't multiplayer.
#10
06/17/2006 (12:00 pm)
ODE, Tokamak, Newton, PhysX... Each has its own caveats.
#11
06/17/2006 (5:56 pm)
It doesnt have a furr system, but I'd say you could easily design your own using methods similar to grass and flowers
#12
06/19/2006 (4:51 pm)
Can TGE easily create tycoons? That is probally just some simple AI coding, right?

Thanks,
Saul
#13
06/19/2006 (4:53 pm)
Under my account I saw somtthing about a blog. Did my membership came with a blog, and if it did... where is it???
#14
06/19/2006 (5:04 pm)
For Ai Check this out when you buy. It is AiGuard, this is real good source. You can tayor it to just about anything you need. Some example I have AITurret, AIShark, AISpider, and AIDeath, is just a few.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6773

For PhysX check this out to use this you need good computer.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10258
#15
06/19/2006 (5:56 pm)
TGE is capable of any game you want it to be capable of. I highly suggest learning C and C++ languages, to get somewhere quickly with TGE however.

One Tycoon was recently released using TGE called Wildlife Tycoon: Venture Africa

www.garagegames.com/images/ul/2582.onlineboxart.jpg
http://www.garagegames.com/products/79


Download the demo, check it out, it's pretty cool.
#16
06/20/2006 (1:03 am)
Hi Saul C.,

To help you make decision, I suggest you read this, too.
http://www.garagegames.com/mg/forums/result.thread.php?qt=45645
http://www.garagegames.com/mg/forums/result.thread.php?qt=42227

I am also concern about TGE's capability.

:)
#17
06/20/2006 (9:53 am)
What does MMORPG stand for? Was Minions of Mirth programed with TGE?

Thanks all,
Saul
#18
06/20/2006 (9:59 am)
Massively Multiplayer Online Role Playing Game
#19
06/20/2006 (10:25 am)
Josh Ritter gave TGE a massive overhaul to make MoM. It wasn't a drop-in solution by any means.
#20
06/20/2006 (10:30 am)
[shameless plug]The Lounge is another MMO experience based on Torque. We've done a lot of work on the engine, but i wouldn't describe it as a massive overhaul. Of course, we haven't implemented things like inventories and v-commerce yet, either.[/shameless plug]
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