Is anyone planing on using T3D for their COMMERCIAL project
by Gary Roberson · in Torque 3D Professional · 06/19/2017 (2:00 am) · 7 replies
I'm just curious. There is no marketable reasons behind this question but I want to know how many people are currently using Torque 3D for their game project, or planning to use it within the next two months.
About the author
#2
06/19/2017 (10:21 am)
Thanks Mr. Perry.
#3
Speaking strictly for myself:
Wouldn't see the point in collaborating on systems like the PBR work if it wasn't to support accelerated art creation, nor would I be willing to assist with playing janitor for the Big Brains doing the mac and linux port work if it weren't for the fact we've a pair of mac-only crew members on staff for the commercial end.
https://github.com/GarageGames/Torque3D/pull/1481 would be a (mostly) direct-extract from our AI code so we don't have to deal with conflicts down the line.
https://github.com/GarageGames/Torque3D/pull/1961 for our mappers to assist with the new bake to mesh feature to cut down on resource usage.
https://github.com/GarageGames/Torque3D/pull/1669
https://github.com/GarageGames/Torque3D/pull/1674 and
https://github.com/GarageGames/Torque3D/pull/1675 all came from practical use-cases.
https://github.com/GarageGames/Torque3D/pull/682 came from the desire to speed up iteration between scripting callbacks and animating refinements without having to constantly jot down timing.
Doesn't mean we're shipping in 2 months - good art, and good systems take time. But again: The whole point of using a game engine is to make Games. Otherwise, why bother?
06/20/2017 (10:27 am)
That being said: absolutely. Speaking strictly for myself:
Wouldn't see the point in collaborating on systems like the PBR work if it wasn't to support accelerated art creation, nor would I be willing to assist with playing janitor for the Big Brains doing the mac and linux port work if it weren't for the fact we've a pair of mac-only crew members on staff for the commercial end.
https://github.com/GarageGames/Torque3D/pull/1481 would be a (mostly) direct-extract from our AI code so we don't have to deal with conflicts down the line.
https://github.com/GarageGames/Torque3D/pull/1961 for our mappers to assist with the new bake to mesh feature to cut down on resource usage.
https://github.com/GarageGames/Torque3D/pull/1669
https://github.com/GarageGames/Torque3D/pull/1674 and
https://github.com/GarageGames/Torque3D/pull/1675 all came from practical use-cases.
https://github.com/GarageGames/Torque3D/pull/682 came from the desire to speed up iteration between scripting callbacks and animating refinements without having to constantly jot down timing.
Doesn't mean we're shipping in 2 months - good art, and good systems take time. But again: The whole point of using a game engine is to make Games. Otherwise, why bother?
#4
short answer. Yes!
BTW Go to the active forum.
like I always say go to this list: github.com/John3/awesome-torque3d an see some games =D
And check this new game recently released using Torque3D: store.steampowered.com/app/530560/STEAM_HAMMER/
06/20/2017 (7:12 pm)
Hi Gary!short answer. Yes!
BTW Go to the active forum.
like I always say go to this list: github.com/John3/awesome-torque3d an see some games =D
And check this new game recently released using Torque3D: store.steampowered.com/app/530560/STEAM_HAMMER/
#5
06/21/2017 (10:01 am)
Add me to the list. :)
#6
Can you add more videos? or open a indiedb.com profile for you game? to have something to show
06/22/2017 (6:23 pm)
Quote:Add me to the list. :)Hi Sorin! Now I remember you game.. I did not know your page XD
Can you add more videos? or open a indiedb.com profile for you game? to have something to show
#7
I will do that very soon.
I have a temporary website that will also be updated soon:
www.visitorsthegame.com
06/26/2017 (10:35 am)
Hi johxz,I will do that very soon.
I have a temporary website that will also be updated soon:
www.visitorsthegame.com
Employee Michael Perry
ZombieShortbus