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What do users think of Torque 3D?

by Bibi · in Torque 3D Beginner · 02/14/2014 (1:17 pm) · 33 replies

Hello everybody. I'm still in college and want to make a game with some of my friends since we've got some free time to kill. We're studying programming but we're new to game development and wanted to start off with a good game engine. We've come across Torque 3D and are seriously considering using it because it seems to have everything we're looking for.
I have searched the web for some debates on this engine regarding what the users think of it, but didn't find much so I thought where would be a better place to ask than here.
I'm not asking for a comparison with other engines. I'm just asking what you (the users) personally think of this engine. Is it hard or easy to learn if you're a beginner? Has it ever happened that you couldn't make something you wanted because the engine didn't support it? Did you ever think that something was just too hard to make and could be implemented much much easier? How is the scripting? What do you think of the engine in general? ...

Thanks to everyone for their answers.

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    #21
    04/14/2014 (5:46 am)
    My newbie opinion: indeed it is a bit hard to start, but take the few tutorials available, repeat them several times and you will start underestanding it. In my case, I need a free and uncut engine, if open source, much better, and can wait for the Linux version. Unity is discarded, I too think that free version is too capped and now they have blocked the site to my country. I dislike client/server architecture, have no opinion on scripting yet (I would prefer a c-like language, but thats personal preference or lazyness), but I have seen good things made with the engine and I guess that with time I will be able to do something similar.
    #22
    04/16/2014 (5:45 am)
    I'm not trying to be argumentative but TorqueScript is very C-like. I only have a bit of C++ under my belt and that has helped me immensely.
    #23
    04/16/2014 (5:52 am)
    No arguement, TorqueScript is very C-like! ;)
    #24
    07/22/2014 (10:39 am)
    I like Torquescript. It's light and fast, and flexible.

    I do suggest realizing early on that the native Torquescript method for handling collections of game objects is to put them in a SimSet, and use SimSet methods to manage them.

    The Torsion IDE (script editor) is pretty much mandatory for working with Torque projects.

    And Dave Wyand's "Torque 3D Game Development Cookbook" is, I think, indispensible as well. It's very recent, and documents many concepts and methods you'll be left to stumble upon without.
    #25
    07/22/2014 (4:54 pm)
    I personally don't understand what else anyone could want or need from Torque. I've used the engine as a learning tool, while I pursue my goals of ultimately starting up a game development studio with the launch of a debut production...using Torque. I started with T2D, moved over to T3D, and besides my own shortcomings in understanding C++ I hadn't hit a single major hurdle that I couldn't overcome. This (C++) is just going to take study, but honestly by the time I get to where I'm going I hope that someone else will handle that so I can focus on my art and music (which I am 100% naturally better at lol).

    I read things like:

    "Torque can be slow."

    ...This makes absolutely no sense to me, as I'm wandering my multiplayer environment complete with day/night cycles, weather, and foliage between 200-300 fps. I mean, come on, I've been a gamer since the day of the Odyssey and Atari. I know games. I also know that gamers don't care about a millisecond of a difference in a script's computation time :)

    "Torque might not work for you depending on your production."

    ..and honestly I just don't get it. Even with my intermediate programming skills, I can see that if you've got a C++ programmer on board there essentially is no limit to what you can do with Torque. Again, I can glance over C++ code and follow it but hadn't given it much study. Even so, nothing stands in my way and I continue to be amazed by the results I get from Torque on a daily basis. Gosh, I'm one guy. Take a look at Felix's work in the T3D showoff thread if you need some inspiration.

    Personally I think Torque is the industry's best kept secret. Go to GarageGames' website for services: services.garagegames.com/ Look at the bottom of the page.

    You'll find all of the following are Licensees of Torque:

    Apple, IBM, Blizzard, Adobe, SOE, Ubisoft, Microsoft, EA Games

    If that isn't enlightening, nothing is. Obviously these companies have pursued their own dreams and tech. However you have to wonder about the humble origins of some of these guys.
    #26
    07/30/2014 (6:33 am)
    Torque may not have what you need out of the box. You may have to make extensive additions or modifications to the engine to make it do what you need.

    This is true of most middle-ware, but with T3D you actually have the full source for free and so you can make the changes necessary (if you have the skill and the time).
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    08/13/2014 (2:09 am)
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    #28
    08/13/2014 (2:26 am)
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    #29
    08/13/2014 (8:46 am)
    Quote:
    One of the major problems with T3D is that much of the artwork needs to be done by external programs such as 3dMax, Lightwave, Blender, etc. which has no direct support for T3d's .dts graphics (I believe Houdini is the only program on the market that does support .dts directly)

    ....

    BTW, not to change the subject, but have you tried Unreal. I believe they still have a free UDK kit available.

    I'd like to point out that all of the artwork for most game engines is ordinarily created using external programs. I guess there are probably a few engines with image or model editors built in (or in Blender's case, it's a modelling application with a game engine built in), but the usual process is the same for most engines. T3D can import COLLADA files. COLLADA was chosen because it's an independent, open format as opposed to the far more popular FBX format - which is owned by Autodesk. And you can use Autodesk's converter to bring many Autodesk formats to DAE (caveat: this does not always have the expected results).

    I do think that cleaning up the COLLADA import pipeline should be a priority - I'm still seeing incorrect material paths in some cases after import, so I will start looking into this shortly. I'm thinking that the importer generates the materials by finding the stripped file name of the images and uses that - so paths to images in sub-folders from the model itself are going to be wrong.
    #30
    08/14/2014 (12:47 am)
    I find it helps me to think of DTS as an 'internal' format that the engine creates, like a 'compiled' version of your artwork. It would be a more convincing illusion if the collada importer were better, I'm sure ;P.
    #31
    08/14/2014 (2:08 am)
    COLLADA support is really a huge strength(Blender and Lightwave are both useful here and much cheaper then 3ds max). What I find rather annoying and really really problematic is the 65K poly limits on dae models.
    #32
    10/24/2015 (4:59 am)
    Reviving that thread a bit...afte a month or so "testing"/evaluating every free or cheap engine, i think Torque is just better (Save maybe UDK, which i did not test, and NeoAxis, which for me is the second best).
    It´s hard to get a grip on , but graphic wise it just looks incredibly if used properly, it feels/looks natural (i often would like to swim in Torque´s water...), physics are great (physics software developer here),
    and it´s really fast and stable, all in all. Best choice IMO - and you should learn C or C++ anyway, at least if you have "pro" aspirations (they aren´t that difficult).

    Well, for a more-than-useful prog for 3D art AND fine sprite creation (for sweet Torque 2d), try Fragmotion. http://www.fragmosoft.com/
    Only contender for Blender, shareware, but fully useable even if you have to pray a bit...;-)
    #33
    10/25/2015 (8:12 pm)
    Good to have you on board ChrisKnapp!
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