Torque,Blitz3D,BMax
Miscellaneous Forums/General Discussion/Torque,Blitz3D,BMax
Hi,
I would like to hear what other users have for thoughts about this..
I have bought TGE,TSE and also T2D. Also bought the two books "All in one" for the Torque engines.
The thing i have noticed is that i start out with the Torque engines and making the "Basic" prototype for the game... But then i am back with the same idea and doing it in B3d instead... Is there anyone who also uses TGE,TSE.
I feel lost sometimes working with Torque.
Torque's a lot bigger ... you have to learn more to do things with it. Once you start to know your way around though it becomes no big deal. Eventually, you can use it as you would Blitz. It's just not as immediately rewarding.
Torque is an already built game engine... in Blitz, you've gotta build your engine...
Torque is primarily a fps game engine, so if you are making a fps, then you will have lil problems... similarly, if your game does things that already exist in TGE, then it will be easy for you... multiplayer is built in and great...
Blitz is a programming language, and most of the stuff that your game will have to do will have to be coded by you... multiplayer will have to be coded by you, with or without the help of exisiting libraries...
the ways of getting your artwork (meshes and textures) will be different, but not too different... there are many exporters for both...
the Finney book 1 is a great place to start in Torque... you will also need the forum... just like you do with Blitz...
both have their benefits and points of frustration...
i know i've missed a few key points... but that's what i see overall...
--Mike
For all-in-one engine I'm thinking of 3Impact, it still lacks many functions but at least have the core ones like "Rendering", "Physics", "Networking".
I think Torque is a ready-built one that to helps you quickly get start over Game Developing(in the best aspect, you can get it's source)
There're many $100 engine(or FREE ones) you can try out, but learning each one will took some time, and some are pretty steep to learn.
At least torque is a tested one for average-to-professional game developers, maybe a worth to learn option, however I'm still stick to BlitzMax for many reasons.
I have it all, TGE, TSE and all ad ons for it..so, basically everything is spoken already, TGE as base for TSE, is complete system for game development..B3D is a programming language as well as BMAX...depending on your needs you can choose one or another...Jeremy is right..after you realize hows things working with TGE, it will be much more easy to do things with it..but with so good forum such as one on Garagegames, I think you will not stuck with TGE or TSE...for me Blitz3D is No1. if I have to finish something pretty fast and effective..and to be honest, I earn a lot of money with it and in comparison with TGE or TSE, by now its useless for me...anyway, I'm not making games so maybe thats the problem, but soon, who knows... :))
..oh, yes, and for guys whos ready to learn and do cuting edge games, there is free game engine, with amazing features...okay, maybe you guys know about this but check this out..Windows and Xbox game engine
www.kjapi.com
off-topic: I was thinking the other day about how this forum is such a great resource for learning about 3D development generally, not just with Blitz. Thanks to the mods being tolerant of people discusssing other tools, I am constantly keeping abreast of developments in technology just by hanging around here. Of course, I imagine a lot of that tolerance is because Blitz tends to come out on top in such comparisons.
Yep, very true jhocking. It's nice that they allow this (even ColdSteel engine) because even with all the stuff i read it mostly reinforces my view that Blitz is really a quality product, at least that is a personal opinion. It seems that most people consider other languages/engines, and many use them too, but still everyone has a copy of blitz, which is great.
yeah I love blitz, it's usualy the fact that it doesn't do particular things like compressed textures that should be fairly trivial to implement. Having said that, Torque doesn't do a lot of things as well as blitz out of the box.
But there are a lot of almost cut and paste resources avaliabe to add them and recompile.
My biggest problem with torque has always been the art path. Blitz stands out as giving the most flexibility out of the box in a shaderless engine.
Even Torque shader engine doesn't do more than one UV in any of its native file formats!!!
I feel lost sometimes working with Torque.
Same here. But then again it's the most complete (affordable) solution out there, so it's back to roll the stone up the hill.