Results 1 to 5 of 5

Thread: Torque Game Engine $100 to Independent Developers

                  
   
  1. #1
    DCEmu Pro
    Join Date
    Jul 2004
    Location
    Co. Down, Northern Ireland
    Age
    28
    Posts
    854
    Rep Power
    41

    Default Torque Game Engine $100 to Independent Developers

    Not sure this is the right place, but hey i'll say it here anyway. Mods will move it to the correct place. While doing a little meandering around the web i came accross garagegames, they are liscensing the technology behind tribes 2 for just $100(USD) per programmer. Could this source be ported tot he DC to allow cool 3D games, putting the money to the side for the moment.

    Check out their FAQ at http://www.garagegames.com/index.php...ry&qid=122

  2. #2

    Default Re: Is this portable

    Not sure how portable to DC it is, but it would be fun to play around with for PC at least.

    Thanks for the link, m2k. $100US is not a bad price at all.

  3. #3
    DCEmu Pro
    Join Date
    Jul 2004
    Location
    Co. Down, Northern Ireland
    Age
    28
    Posts
    854
    Rep Power
    41

    Default Re: Torque Game Engine $100 to Independent Develop

    Thats what i thought, its a nice engine

  4. #4

    Default Re: Torque Game Engine $100 to Independent Develop

    http://www.amazon.com/exec/obidos/tg...s&n=507846

    And an amazing book to tell you how to use it I own it, an amazing read for anyone trying to get into the indie game scene (on the pc anyway). Includes a lot of free/shareware apps.

    Don't think any of it would be usefull for the DC however.

  5. #5
    DCEmu Newbie
    Join Date
    Mar 2006
    Location
    Europe - Germany
    Age
    39
    Posts
    3
    Rep Power
    0

    Default

    I have worked with the Torque kit quite a bit but had to come to the conclusion that the mesh (3d objects) import and collision system of it was far beyond userfriendly, mostly because interiors are not possible to be created with 3d applications, thus costing quality cuz a designer could never totally follow his model vision..
    I personally see the ideal way of working in a BSP optimized exporter for one of the standard 3d applications like lightwave or 3ds Max which would could add the collision model purely by herachy, so the workflow of a team can be effective enouth.. When working with a system like this, creating massive ammounts of content is more easy, giving the fact that there are thousands of home working talented 3d artists. So using an editor like Half-Life does for the creation of statics would probably work against time simply because the ammount of people that never get into this is too large..

    Conclusion: An engine with a good exporter for an industry standard 3d application could lead to a more effective pipeline and workflow, in other words: more content quality. Torque does not offer this in the ideal way, although its exporter is BSP optimized.

    regards

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •