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| [Jun 21, 2006, 11:05 am ET] - Share - Viewing Comments |
Torque Game Builder
offers a development kit for games that will run on PC, OSX, and XBox360. Word
is: "You pay no royalties, EVER, with our ground-breaking royalty free licenses.
You can publish your game ANYWHERE you want. It's your game, you make the
decisions."
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Re: Torque is good stuff |
Jun 23, 2006, 13:57 |
Riley Pizt |
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but what it has and what makes it a good product is that it has everything. Torque doesn't have everything. Standard TGE doesn't include hardware shader support, a lipsync library, ragdoll physics, advanced lighting, or modeling tools. It also does not include frameworks for game types other than FPS and racing.
excellent licensing terms The licensing terms aren't excellent because the indie license is still restricted by sales volume whereas other engines in the same price range and lower have no such restrictions.
In the end the quality of the visuals in the game depends much more on the art and shaders than it does the engine. I don't disagree, but TGE has no hardware shaders and TSE costs too much for them when other engines have added them at no or less charge.
Hardware shaders(wtf u talking about no hardware shaders?) I was referring to TGE at that time.
Just as it's annoying that Ogre3d needs so much additional low level work to get a game up and running. Except that there are free frameworks and example game code to fill in the gaps depending of course on what type of game you are making.
Just as it's annoying that some of the other ones you mentioned aren't cross platform For all of the noise about cross-platform support, the markets for Linux and even Macintosh games are relatively miniscule. I personally would love to dump Windows for Linux but its game selection simple pales in comparison and even in cases where a version of the game is available significant features and tools may be missing, e.g. UT2004.
have shitty communities, have shitty support. Garage Games community seems "shitty" to me compared to those of the other engines I mentioned when you compare the amount of free example code, assets, and users using the product. Its support is also subpar as exemplified by its slow development of its products.
It's more 'complete' though than most other options, and $100(TGE) + $150(TSE) is a very reasonable cost for the indie license to get an indy the opportunity to make some money quickly and relatively easily, If it were such a great value and so easy to develop with, there would be more finished indie games which use it than there are in its relatively long history.
Even $495(TGE) + $995(TSE) for the commercial license is a very good deal compared to licensing any single piece of middleware out there. Sure, but those aren't the only two possibilities as I have shown.
You keep mentioning that Ogre3d has community addons for commercial physics systems, such as novodex, newton, etc... News flash, you cannot use them in a commercial product with out paying many many thousands of $ in licensing. ODE is LGPL, and it has been used in several commercial games. Sure if you want to pay more you can, but that is true for Torque as well because even TSE does not come with such a physics system.
This comment was edited on Jun 23, 15:04. |
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