Torque3D is now on GitHub, MIT licensed
21–24 of 24 posts
Re: Torque3D is now on GitHub, MIT licensed
#22Not sure how it continued to evolve later, or if they ever got rid of that scripting language... but it was on a good trajectory 5 years ago.
Glad to see it go open source, in any case. Lots of good memories with this engine and the smart, indie game community around it.
Re: Torque3D is now on GitHub, MIT licensed
#23Can someone whose used both compare this to Unity3D for me? I know Unity is closed source, but it's the one I've used in the past (and found it really nice.) How much harder is Torque3D to develop for (or is it easier?)
It used to be that Torque had higher-end features, better performance and source access.. while Unity lacked many graphics and other high end features (they still don't have a great networking solution AFAIK), no source access but was way, way easier to pick up and use out of the box.
Now, with all the investment Unity has put in, I think it has most or all the capabilities you could want... and lots of other great stuff like first class cross platform support, including mobile. And it performs pretty well, at least as well as Torque by now, I imagine. Still no great networking, and still not even available source unless you pay huge (six figure+) fees.
Hard to argue that Torque should be the choice, at this point. Unless you want source access or a free solution. Unity has evolved into a pretty robust engine over the last 7 years, and its out of box experience and ease of use have always been pretty amazing (and fun!).
Re: Torque3D is now on GitHub, MIT licensed
#24Earlier quoted context omitted.
Do you have something more substantive to say on this subject? I haven't tried programming for it and am curious to know why it's "not fun".
By the way: Ogre is not much better. For pure graphics I used to recommend Horde3D
That said, Ogre has always been clear about it only being a 3D engine and not a game engine (which add network, sound, input, etc. capabilities).