Sean Doherty
07-31-2004, 11:13 AM
From Dexterity.com:
I've had Torque for a few weeks, but I've not played with it too much due to the pressing need to finish my current title (which has its own, custom-made engine & networking code).
So the question might be: Why did I get Torque when I have my own, custom 3D engine & network code?
The big reasons for me included a lack of desire to maintain my current engine longer than I need to --- it works, but I'm spending a lot of time adding features & fixing bugs that I wouldn't need to do so much in an off-the-shelf engine... I could instead concentrate on adding just the things that will make my game rock. The feature set that impressed me was:
* Built-in cross-platform support for PC, Linux, and Mac OS-X
* Proven, scaleable networking code
* A mix of terrain engine & interior environments through portaling (I *HAVE* done this on my own... but not nearly as nicely... and it can be a pain).
* A decent tools path... not as good as Ogre's, from what I can tell... but it sure beats having to write my own importers all the time.
* TONS of community support
* Built-in UI editor and world editing tools.
* Already tested & debugged collision, physics code (not stellar, but it works)
* Built-in scripting library.
I'm no stranger to any of the above features, but there's a big difference between knowing how to do them, and being able to do them QUICKLY so you can get a game on the shelf. I'm still considering Ogre for future projects too... I think it's important for an indie to know what's good for what, and to use the right tools for the job. I think Torque is pretty flexible - especially if you are willing to dive in and get your hands dirty with the core engine code. But it ain't as flexible as doing it yourself.
The last I saw of Crystal Space, it wasn't something I'd really want to use in a game. It looked like it was languishing in "Open Source Hell." Particularly once Ogre3D started taking off. If you are really just looking for a 3D engine and nothing else, I'd recommend taking the Ogre 3D route. There are several other options worthy of a look now, too...
Cube Engine
http://www.cubeengine.com/index.php4
http://cube-osx.sourceforge.net/
Catmother
http://catmother.sourceforge.net/
Irrlicht Engine (v. 0.6)
http://irrlicht.sourceforge.net/
A6 engine
http://www.conitec.net/a4info.htm
Nebula Device (some decent physics / collision code here, too):
http://www.nebuladevice.org/
http://www.radonlabs.de/nebula.html
Some things I'd consider "Second string" engines... probably nothing I'd use in a project right now, but possibilities nonetheless:
Cipher
http://www.cipherengine.com/
Neoengine
http://neoengine.sourceforge.net
Jet 3D
http://www.jet3d.com/
Crystal Space
http://crystal.sourceforge.net/
SpaceSimulator.net
http://spacesimulator.net/
Quake II
http://www.idsoftware.com/business/technology/
3D Gamemaker
http://t3dgm.thegamecreators.com/
(Point and click!)
I have been playing around with Irrlicht and OGRE. Irrlicht seems to be much easier to use and it has collision detection. OGRE has a lot more features and you can incorporate one of the open source physics engines into it for collision detection.
However, I keep wondering about the future of Torque and 3D Game Studio A6 looks pretty full featured. Altough, based on the A6 documentation, I am not convinced that it is easy to program if you don't do the scripting route.
I like to hear some more success stories on the varies engines?
I've had Torque for a few weeks, but I've not played with it too much due to the pressing need to finish my current title (which has its own, custom-made engine & networking code).
So the question might be: Why did I get Torque when I have my own, custom 3D engine & network code?
The big reasons for me included a lack of desire to maintain my current engine longer than I need to --- it works, but I'm spending a lot of time adding features & fixing bugs that I wouldn't need to do so much in an off-the-shelf engine... I could instead concentrate on adding just the things that will make my game rock. The feature set that impressed me was:
* Built-in cross-platform support for PC, Linux, and Mac OS-X
* Proven, scaleable networking code
* A mix of terrain engine & interior environments through portaling (I *HAVE* done this on my own... but not nearly as nicely... and it can be a pain).
* A decent tools path... not as good as Ogre's, from what I can tell... but it sure beats having to write my own importers all the time.
* TONS of community support
* Built-in UI editor and world editing tools.
* Already tested & debugged collision, physics code (not stellar, but it works)
* Built-in scripting library.
I'm no stranger to any of the above features, but there's a big difference between knowing how to do them, and being able to do them QUICKLY so you can get a game on the shelf. I'm still considering Ogre for future projects too... I think it's important for an indie to know what's good for what, and to use the right tools for the job. I think Torque is pretty flexible - especially if you are willing to dive in and get your hands dirty with the core engine code. But it ain't as flexible as doing it yourself.
The last I saw of Crystal Space, it wasn't something I'd really want to use in a game. It looked like it was languishing in "Open Source Hell." Particularly once Ogre3D started taking off. If you are really just looking for a 3D engine and nothing else, I'd recommend taking the Ogre 3D route. There are several other options worthy of a look now, too...
Cube Engine
http://www.cubeengine.com/index.php4
http://cube-osx.sourceforge.net/
Catmother
http://catmother.sourceforge.net/
Irrlicht Engine (v. 0.6)
http://irrlicht.sourceforge.net/
A6 engine
http://www.conitec.net/a4info.htm
Nebula Device (some decent physics / collision code here, too):
http://www.nebuladevice.org/
http://www.radonlabs.de/nebula.html
Some things I'd consider "Second string" engines... probably nothing I'd use in a project right now, but possibilities nonetheless:
Cipher
http://www.cipherengine.com/
Neoengine
http://neoengine.sourceforge.net
Jet 3D
http://www.jet3d.com/
Crystal Space
http://crystal.sourceforge.net/
SpaceSimulator.net
http://spacesimulator.net/
Quake II
http://www.idsoftware.com/business/technology/
3D Gamemaker
http://t3dgm.thegamecreators.com/
(Point and click!)
I have been playing around with Irrlicht and OGRE. Irrlicht seems to be much easier to use and it has collision detection. OGRE has a lot more features and you can incorporate one of the open source physics engines into it for collision detection.
However, I keep wondering about the future of Torque and 3D Game Studio A6 looks pretty full featured. Altough, based on the A6 documentation, I am not convinced that it is easy to program if you don't do the scripting route.
I like to hear some more success stories on the varies engines?