Supernubatious, and need help :(
by Madmax · in General Game Discussion · 02/27/2014 (7:46 am) · 4 replies
I'm from unity and just wanted to see what was happening.
I was BROWSING the forums and noticed torques 3d supports only directx 9 :( Seems someone was (probably is) working on a open gl version, (what a waste, great engine and all but directx 9 hell no) but as you can see i'm from unity because i mentioned it, and i wanted to know how do i run torque, can i do it via visual studio, code blocks ect.
i was reading the guides and torque developers insist on their version like unity does. :( is there any reason not to.
Any hows i tried compiling this version: torque 3d 3.5 and errors appear in visual studio, do i need the demo to load the editor or something.
https://github.com/BeamNG/Torque3D/tree/dev_linux_opengl
I want to check out the opengl version, do i need some thing to run it rather then ctrl f5. i tested the front page demo with some city and looks cool, but all the files that run the city demo from the editor has no opengl support, just directx 9.
Any assistance would be appreciated tanks. :)
I was BROWSING the forums and noticed torques 3d supports only directx 9 :( Seems someone was (probably is) working on a open gl version, (what a waste, great engine and all but directx 9 hell no) but as you can see i'm from unity because i mentioned it, and i wanted to know how do i run torque, can i do it via visual studio, code blocks ect.
i was reading the guides and torque developers insist on their version like unity does. :( is there any reason not to.
Any hows i tried compiling this version: torque 3d 3.5 and errors appear in visual studio, do i need the demo to load the editor or something.
https://github.com/BeamNG/Torque3D/tree/dev_linux_opengl
I want to check out the opengl version, do i need some thing to run it rather then ctrl f5. i tested the front page demo with some city and looks cool, but all the files that run the city demo from the editor has no opengl support, just directx 9.
Any assistance would be appreciated tanks. :)
About the author
#2
I would recommend starting with the main branch of T3D first before venturing off into in-development port branches. github.com/GarageGames/Torque3D In the ReadMe on GitHub there is a link to the prebuilt binaries as well. That will let you get started without having to build the engine. Visual Studio is only needed to build the engine, the editors are all in game. You will need the Project Manager to create proejcts which is included in the binary package.
Also, I highly recommend going through the FPS Tutorial. Its the best cradle to grave walkthrough of how to use the engine. Note that there may be some references to the Toolbox in it which is the application the Project Manager took the place of. That would be in the final section of the tutorial mostly if its still in there.
02/27/2014 (10:13 am)
That branch is the for the currently in development Linux/OpenGL support that Luis Anton Rebollo and BeamNG are working on. I don't know what its current state is but it may not necessarily stable since its still in development.I would recommend starting with the main branch of T3D first before venturing off into in-development port branches. github.com/GarageGames/Torque3D In the ReadMe on GitHub there is a link to the prebuilt binaries as well. That will let you get started without having to build the engine. Visual Studio is only needed to build the engine, the editors are all in game. You will need the Project Manager to create proejcts which is included in the binary package.
Also, I highly recommend going through the FPS Tutorial. Its the best cradle to grave walkthrough of how to use the engine. Note that there may be some references to the Toolbox in it which is the application the Project Manager took the place of. That would be in the final section of the tutorial mostly if its still in there.
#3
Open gl learning curves much deeper then direct x, especially the matrix that derives from the french math table, and can be a total confusion when doing direct matrix.
I tried doing opengl 4.0, but the learning curves really challenging, some of the concepts in the opengl super bibles light years away from open gl 2.0 (directx 9) the level to create 2.0 is much simple but archaic, and cross over from open gl 3.1 to 2.0 is slightly new, it's almost like stating over again.
2.0 = dx9
3.3 = dx10
4.0 = dx 11
4.4 = dx 11.2
Also setting up directx via visual studios blazing easy, no annoying library's limited issues with drivers, less need to optimize drivers, (utter nightmare) given all the known gpu's people have from all known platforms. direct x supports all gpu's on windows.
And you wonder why developers prefer consoles.
But integrating open gl 2.0 much easier, less headaches. minecrafts made from open gl 2.0, (just thought to note that, now it's officially on directx9)
I'm not bagging direct x, its just i'm not use to directx, nor xna given C# and mono from unity share the same thing.
Before this i was using: http://www.openspace3d.com it runs opengl 4.0 and directx 11, but the big problem with that isn't how bloody easy working with it is, my major gripe is(actually if feels like a gimmmick)openspace's written in a entirely different language scol.
And that's either a negative or a positive, but sadly torque 3d seems interesting given the access to the core features.
Not many engines support c++ core accessibility, while other engines support script layered engines, like lua, python or different versions of javascript.
Before unity i used crystal space with code blocks, sadly has a small community.
Seems all engines these days use bullet physics, and other known library's so i found it pointless building the entire thing from scratch, and visual studio hates opengl.
Any hows that's just my opinion, Thanks scotty for the information.:)
02/27/2014 (3:10 pm)
To be honest, directx's limited; its microsofts flagship and while i should be grateful microsofts finally considering porting android applications to windows platform given their announcement that may offer new support towards opengl es soon to come; given apple competition. Open gl learning curves much deeper then direct x, especially the matrix that derives from the french math table, and can be a total confusion when doing direct matrix.
I tried doing opengl 4.0, but the learning curves really challenging, some of the concepts in the opengl super bibles light years away from open gl 2.0 (directx 9) the level to create 2.0 is much simple but archaic, and cross over from open gl 3.1 to 2.0 is slightly new, it's almost like stating over again.
2.0 = dx9
3.3 = dx10
4.0 = dx 11
4.4 = dx 11.2
Also setting up directx via visual studios blazing easy, no annoying library's limited issues with drivers, less need to optimize drivers, (utter nightmare) given all the known gpu's people have from all known platforms. direct x supports all gpu's on windows.
And you wonder why developers prefer consoles.
But integrating open gl 2.0 much easier, less headaches. minecrafts made from open gl 2.0, (just thought to note that, now it's officially on directx9)
I'm not bagging direct x, its just i'm not use to directx, nor xna given C# and mono from unity share the same thing.
Before this i was using: http://www.openspace3d.com it runs opengl 4.0 and directx 11, but the big problem with that isn't how bloody easy working with it is, my major gripe is(actually if feels like a gimmmick)openspace's written in a entirely different language scol.
And that's either a negative or a positive, but sadly torque 3d seems interesting given the access to the core features.
Not many engines support c++ core accessibility, while other engines support script layered engines, like lua, python or different versions of javascript.
Before unity i used crystal space with code blocks, sadly has a small community.
Seems all engines these days use bullet physics, and other known library's so i found it pointless building the entire thing from scratch, and visual studio hates opengl.
Any hows that's just my opinion, Thanks scotty for the information.:)
#4
Torque's development is just slower then Unity's; Torque is open source software with an MIT licence, and currently, the development of it is completely in the hands of the community. This is much different from Unity, which is a commercial product and has a whole different kind of licence.
Some were working on DX11 integration; but I believe this was only partly finished and I'm not sure about the current status of it.
Beside the technical aspects, it's good to compare the commercial aspects as well. With Torque MIT, you're not bound to all kinds of restrictions and you don't have to lay down $1500+ per user. Which might be good for the small indie developer.
And yes, right now, Torque is good for PC Games running on DX. But like already said; times are changing as we speak and the developments seem to go faster at this moment, then developers can produce a full-fledged game. My biggest concern is; how smoothly or dramatic will the switch be for a partly developed game from dx to gl?
And as a treat (sarcasm) for T3D you don't have to have a 'pro version' to use a 'dark skin' (gui), just get if for free >here< ;)
02/28/2014 (12:29 am)
From a designers point of view:Torque's development is just slower then Unity's; Torque is open source software with an MIT licence, and currently, the development of it is completely in the hands of the community. This is much different from Unity, which is a commercial product and has a whole different kind of licence.
Some were working on DX11 integration; but I believe this was only partly finished and I'm not sure about the current status of it.
Beside the technical aspects, it's good to compare the commercial aspects as well. With Torque MIT, you're not bound to all kinds of restrictions and you don't have to lay down $1500+ per user. Which might be good for the small indie developer.
And yes, right now, Torque is good for PC Games running on DX. But like already said; times are changing as we speak and the developments seem to go faster at this moment, then developers can produce a full-fledged game. My biggest concern is; how smoothly or dramatic will the switch be for a partly developed game from dx to gl?
And as a treat (sarcasm) for T3D you don't have to have a 'pro version' to use a 'dark skin' (gui), just get if for free >here< ;)
Joao Sousa
No offense, but what's wrong with directX 9?
It's just the fact the torque 3D or other game engine is using directx 9 that is preventing you from doing the video game of your dreams?
Greetings,