Proposals For The 'New Order
by Michael Hense · in General Discussion · 12/09/2006 (6:37 am) · 2 replies
Ok, this is probably gonna bring down the lightning bolts from above, and raise the hackles of the guild from below... but before you all crucify me, give me a few minutes, and hear me out on this...
I think that GG should consider the following making the following moves, not only to set a clear derfinition of the various versions of the 3D Torque game engines, but to also set forth a clear mission statement as to the direction of the GG/Torque effort, not only during the transition period we are about to undergo, but also for the forseeable future...
my proposals are as follows:
1- discontinue development of TSE/TAT/TGEA and convert all existing TGEA licenses to TorqueX.
2- make TGE the solid foundation for the entry level Torque developer, with TGE 1.42 at the base, TGE1.5 being the next option (renamed to TGE Advanced, with lighting pack and optional tools), and add a new TGE Advanced Shader version at the top of the TGE line (with lighting pack, optional tools, and GLSL shaders).
the rational for this is as follows:
TSE/TAT/TGEA deployment is directed at what will soon become a drasticly reduced audience... win vista will eventually predominate the high end graphical gamers segment... also, the realization that a OSX version will be a loooong time coming, if in fact it appears at all, should also be considered... also, the use of technical resources that could be better utilized getting TorqueX 3D ready is, in my view, a bad direction...
TGE is a solid performer, it has solid brand recognition, the code is there for shader implementation across platforms (win,osx,linux)... why not go with that for everything from exisiting minimal requirement gaming machines up to and including the higher end dx9 machines that are prevalent today... this would give GG a wide open entry level, as well as a step up path, for developers, while allowing new developers to choose the version of TGE (TGE/TGE-A/TGE-AS) to target the segment they wish to write for... all with one basic engine...
i see the above proposal to be inline with, not only the direction that GG seems to be heading in, but also, as current trends indicate, the direction that the development and game buying audience will be heading... this, to me, seems the most pragmatic and efficient means of utilizing the limited resources available to GG, and would reduce the time to beta, time to debug, and time to market, for each of the primary GG 3D components, TGE and TorqueX.
ok... that's it...
thanks for taking the time to hear me out...
you may now commence with the bloodletting :)
--Mike
I think that GG should consider the following making the following moves, not only to set a clear derfinition of the various versions of the 3D Torque game engines, but to also set forth a clear mission statement as to the direction of the GG/Torque effort, not only during the transition period we are about to undergo, but also for the forseeable future...
my proposals are as follows:
1- discontinue development of TSE/TAT/TGEA and convert all existing TGEA licenses to TorqueX.
2- make TGE the solid foundation for the entry level Torque developer, with TGE 1.42 at the base, TGE1.5 being the next option (renamed to TGE Advanced, with lighting pack and optional tools), and add a new TGE Advanced Shader version at the top of the TGE line (with lighting pack, optional tools, and GLSL shaders).
the rational for this is as follows:
TSE/TAT/TGEA deployment is directed at what will soon become a drasticly reduced audience... win vista will eventually predominate the high end graphical gamers segment... also, the realization that a OSX version will be a loooong time coming, if in fact it appears at all, should also be considered... also, the use of technical resources that could be better utilized getting TorqueX 3D ready is, in my view, a bad direction...
TGE is a solid performer, it has solid brand recognition, the code is there for shader implementation across platforms (win,osx,linux)... why not go with that for everything from exisiting minimal requirement gaming machines up to and including the higher end dx9 machines that are prevalent today... this would give GG a wide open entry level, as well as a step up path, for developers, while allowing new developers to choose the version of TGE (TGE/TGE-A/TGE-AS) to target the segment they wish to write for... all with one basic engine...
i see the above proposal to be inline with, not only the direction that GG seems to be heading in, but also, as current trends indicate, the direction that the development and game buying audience will be heading... this, to me, seems the most pragmatic and efficient means of utilizing the limited resources available to GG, and would reduce the time to beta, time to debug, and time to market, for each of the primary GG 3D components, TGE and TorqueX.
ok... that's it...
thanks for taking the time to hear me out...
you may now commence with the bloodletting :)
--Mike
#2
NO!
:P
C# is good for newbies that need things dumbed down.
Not everyone fits in that category.
On top of that, unless they put everything in TorqueX that was in TGEA then I'd be extremely upset... but for some reason I don't see Atlas going in.
Have you ever worked with managed code? If you're doing it in C++/CLR then it's really really really ugly.
No thank you.
TGEA please.
TorqueX eventually too... it has it's target market and I'll eventually get it too, but don't abandon one market in exchange for another. Do both.
/end rant
12/09/2006 (7:32 am)
No no no no no.NO!
:P
C# is good for newbies that need things dumbed down.
Not everyone fits in that category.
On top of that, unless they put everything in TorqueX that was in TGEA then I'd be extremely upset... but for some reason I don't see Atlas going in.
Have you ever worked with managed code? If you're doing it in C++/CLR then it's really really really ugly.
No thank you.
TGEA please.
TorqueX eventually too... it has it's target market and I'll eventually get it too, but don't abandon one market in exchange for another. Do both.
/end rant
Torque Owner Okashira
One problem with this - TorqueX is NET Framework, which means Windows only. And there are a lot of Mac and Linux Torque developers that are wanting to switch to TAT when it get's cross-platform support. I doubt GarageGames wants to alienate a large part of their community.