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Posts posted by GraphicSynthesizer
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http://i57.tinypic.com/feo084.jpg
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Hi dude, I'm happy to see a lead member liking this! :D
I'm planning to learn as much as I can so eventually I can hopefully develop games and stuff with Torque, right now I'm just following tutorials. My first idea is to create a 3D clock and get it running :mrgreen: Then asteroids
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I'm afraid I can't understand this situation.
As the source code was released and new people joined in as steering members, Correct me if I'm wrong but GG still holds rights and owership of this thing or else?
If you release your code to the world and theres a community willing to take care, the only logical thing to do from there is just help the community to take care, right?
So why this discussion? If you believed in your userbase to take care for you of the engine and related stuff.
Why arge about a community driven forum? GG said "Torque engine doesnt align to his operations anymore". If you release it, well you have released it dude.
Is there some owership problems even with the MIT license? Is the engine free as beer or GG it will be always there to say his final word? I'm puzzled.
Maybe some of you knows that I created a version of the Torque logo for everyone to discuss, but the first reply alerts "Torque trademark is own by GG, we the community cannot do as we please without his word".
It is the same with the code, documentation, ownership rights etc? How far we can go? I though this whole thing depended on us, equal voice for everyone. Seems not the case?
So at least I'd like to demand a clear picture of who is who here.
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http://i57.tinypic.com/99kldl.jpg
Now let me introduce myself :D
I'm a guy just landed in the gaming develop side of the world, altough I've been playing games all my life... (usual gamer bio goes here, press A to skip), so, after a long look into the world of the game engines and the current state of them. I decided to jump into Torque. (Fom an artist standpoint while I grasp the overall picture of C++)
Well as you probly noticed, I have created a new version of the logo. Why? Because is what I was doing the past 10+ years and is what I do best I think.
And before I elaborate about why the logo ended being this way, let me first of all, apologize for creating this out of the blue. Maybe I'm commiting heresy ruining the old-beloved-for-everyone almigthy Holy Blessed Torque logo, but this work was created with all respect about the open source community and its efforts. Take this thing as my personal contribution and sign of honest gratitude if nothing else.
This logo is created with free open source spirit, and tools and materials. Even the font (Jaapokki) is open source and free to use. Also I'm sharing all source project files for anyone to improve, look, destroy, etc. :twisted:
Onto Stuff:
- The T is enlarged and disorted into a square shape, because Torque projects his rendered magic to the world manipulating square pixels.
- The old "TTT" logo has been redone in Blender and now is presented in isometric view. Now it is also the "o" in the word torque.
- The "TTT" symbol represents the 3D objects part of the engine, all the black letters represents the 2D objects.
- The "Engine" word is an stylized underline.
- The "G" in the engine word it is shaped to resemble a "refresh" symbol while points to an stylized user or developer. There's a number of reasons for this "refresh" symbology (new code, new forks, new lead members, new engine in town...), I'm sure you guys can come up with even more references. :mrgreen:
- I intentionally leaved out the word "game", "2D", "3D" and such, because in my mind, I really believe Torque 2D and 3D engines will sooner or later, merge into the Torque "package". And besides that you can use Torque today for any kind of interactive visualization really.
As coding updates are coming along improving the technical side (so it seems), I did the same with what I know best: Graphic Design.
I tried to improve the look that people will form in their minds when they think about Torque. Because I feel Torque have a true chance to mature into a real alternative to the (paid and not free) big names.
Torque is after all a community-driven thing (it seems), so it was my intention to join in the best way possible. And this is, if not my contribution (if ppl says no), at least my gift so such awesome tool made by such awesome buch of people. This little thing of mine is just a suggestion I don't want to force my point of view. Now it's time to the community to get involved so we can create the best open source engine in the world. (well it already is!!) :lol:
pd. I didn't found any suitable place to put this topic, because this deals with brochure, not technical stuff, so if the thread doesn't belong here I'm sorry.
Cheers!
http://i60.tinypic.com/5ob4af.jpg

Let's Face Reality and Accomplish Something
in General
Posted
I think its too late for that. Blender is like free photoshop for 3D visualizations, yes, there are alternatives, but with Blender you can get totally trained for a professional job with a zero investment on professional software that cost you thousands, then with that experience you can build a portfolio then land a job, with in-house commercial softs.
Torque3D is trying to fight in a completly different scenario. Here users are indie devs or teams that need to deliver a great, already finished product to archive his own survival. So everything but that a decent engine with a community and a company behind is already discarded. Even worse, since TWO 3D versions of photoshop went FREE and CryE. is 19$ / Month. Not to mention the other zillion open source engine alternatives avaliables as today.
Said it before, and I'm saying it again: With blender you only need to laid the tools and everything else are minor updates here and there (like gimp). In a Game Engine, evey noticeable shifting in rendering technology will FORCE you to deal with large source refractoring that affects on a global scale. And this HARDWARE shifts are happening on a solid 6 months circles because there are quite big guys shipping stuff 4 profits.
The thing that appeals the most about torque are his somewhat matured features and the full source. But don't be fooled, anyone wishing to make it in the industry will never ever choose Torque when you can already develop for free on behemoths like U5 or UE4. (And by the way, start over to learn an engine from the ground up).
The only guys that can found torque most appealing as today in my opinions are coders. Big con: Coders usually don't deliver enough eye-candy :cry: (which sells).
Vulkan, Dx12, HLGL, PBR, theres just too much shit new everyday to implement, and guys like me that are no coders, learning any modern API means a shitload of investment so big, that anything that I cannot reuse over and over and over again is a big fucking nono. Even at the level of scripting (yes, I'm looking you TorqueS).
For this reasons most artist want a plug and play approach, and torque is in a field that im pretty certain it will never archieve the stablity nor the features, not the standarization the other, mainstream engines already have. (And therefore can safely ignore us) UNLESS
UNLESS torque shifts to a modular approach, where Steering Comitee just develop a FRAMEWORK that just pieces together a buch of open source projects. (Torque6 a nice start)