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throw_away

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  1. "War.....war never changes..." :lol:
  2. Oh wow nice! me too! :ugeek: How to use Emacs and TorqueScript :roll: Info: IDEs and Editor for TorqueScript That's great! Although I'm pretty sure soon some heathen will chime in and say "oh but i use vim!!!" :D
  3. @JeffR Thanks, your work blog had almost convinced me to stick to torque, i just needed a nudge to take the plunge which is why i posted on the forum. The kind folks here already provided that and i'm happy to announce you have a convert! :lol:
  4. @LukasPJ Yeah as a matter of fact, i do hate auto-generated code and a lot of stuff that i don't understand in my project tree :lol: I've looked at all these resources and others before(i've had my eye on torque ever since it went opensource :P ) and t3d-bones framework has indeed proved very valuable! Thanks
  5. @Duion Yeah you're right. Godot seems pretty good for 2D and the tools seem nice as well but their 3D is still a work in progress. Urho seems well designed but so far no shipped titles and a lack of good tools. It seems like a good starting point for building an engine on top of though. There are a lot of other choices as well but most are either unmaintained or just toys that their author lost interest in. Idtech 4 is interesting but if you haven't fiddled with id engines in the past then it has a significant upfront cost of getting to know the code-base and tools etc since there are almost no tutorials/documentation available and you basically have to look at doom 3's assets/code and reverse engineer everything. All that leaves Torque3d as the only real option for me, it has a mature toolset, a number of finished games to it's name which proves it's the real deal and a small but helpful community. There are a lot of "engine X vs Y" threads on the interwebs meaning a lot of beginners seem to have analysis paralysis. Maybe this will help someone else in the future as well! I'll be sticking with torque for now though :D
  6. @Johxz Thanks, you've convinced me to spend more time with torque and experiment some more. Let's see where that gets me! :D @L3zak You're completely correct about both engines and I too prefer flexibility and doing things my own weird way(I prefer emacs over an ide and only use the ide to compile :lol: ). However, since i'm going to be working alone for most of this project i wouldn't mind some handholding. In an ideal scenario i'd start from scratch using only opengl and the platform's own libraries and build my own lean and mean game that does exactly what the game requires and no more(Low level programming can be so much fun!). But after starting several projects in a lot of different frameworks/libraries/engines and abandoning them later, i now want to finish something. There are things finishing something can teach that can't be learnt even if I start a thousand new projects and never finish them. One weird thing though, i got better performance running torque on linux with basic lighting than urho even with shadows low of off. Maybe i was doing something strange :roll: Anyways, thanks for the help everyone. Now comes the part where i have to read a billion docs, samples and source code :geek: . I hope to have something to show and post at the forums soon!
  7. @Johxz Thank you for the detailed response. The roadmap does indeed look promising with entity-component system and pbr in the works!
  8. Hi, So in my quest to find an open source 3d game engine for my project i've finally decided that i need to choose between either Torque3d or Urho3d. Both seem quite capable and torque has great tools and a lot of shipped titles which is a huge plus IMO for any engine as it shows it isn't just some fancy toy. Urho does not have any shipped titles that i'm aware of and the tools are either lacking or just not very good. However, urho is pretty straightforward to program as it follows the entity-component paradigm and since i have a programmer background it feels even better because urho is very programmer-centric. Torque has torquescript, which is fine but i still don't get the whole client/server thing everywhere. For a game that is supposed to be single-player only, it's quite confusing what needs to be server-side and what needs to be client-side. So for people who are much more familiar with the engine, how difficult is it to make a game with torque that is NOT a multiplayer first person shooter? I ask this because looking at torque, i like almost everything about it except for the way it's supposed to be scripted/programmed. Programming is a significant portion of every game but it seems kind of foolish to make a decision based on that alone since there are a lot of other important parts to making a game as well. The game i have in mind is first person with little to no shooting and mostly taking place in one persistent but small level/world. I'll be the only person working on this project but i might involve other people in later stages for better models/music etc. I've made small games/demos before in other engines and dabbled with opengl a bit as well but never shipped a commercial title which is why i still have a lot of holes in my knowledge. :P Would you suggest sticking with torque and learning more about it and it's internals until it all "clicks" or would urho be a better option since it seems easier to get started with? Thanks
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