Zarosath Posted June 28, 2015 Share Posted June 28, 2015 Edit: i suppose this could have been put into the torquescript section, sorry :) perhaps somebody can move the thread.Hi! I'm somewhat new to the community, i bought torque3d years back around 2011 when it went on sale for $100 (Excellent value) and have been lurking around since really, I've dreamed of one day making 'that dream game' like many but through age and life problems I've held off on it for all this time.i don't exactly know why i've been loyal to torque over other engines but i do feel it is a very ideal setup in terms of quick development and of course the scalability involved with the source/licensing, it would also seem to be well suited for beginners who are working on first/third person worlds on the server/client model, unity and other alternatives leave a sour taste in my mouth for some reason.. whether its scalability, licensing or suitability for beginners and indies looking for expandability, I've just avoided them in preference for torque.the questionsee, I'm perfectly content to try torquescript, however, i would like to make my game very extensible/interchangeable by perhaps allowing access to certain parts of the pre-made gameplay scripting but not entire access if possible, not only that, users would probably be far more familiar with a general language like c# than they would torquescript.DotNetTorque and the 'Omni' engine seem to be decent possibilities at first glance but my dilemma on that is that the main userbase and support seems to be with torquescript.do you have any tips on how i can go about this and is the torquescript in a released project open like java? to some that would seem to be undesirable. Quote Link to comment Share on other sites More sharing options...
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