Torque3D Engine Goes Open-Source 68
New submitter DangerOnTheRanger writes "Torque3D, the game engine behind games such as Blockland and Tribes 2, has gone open-source. The engine itself — in addition to four game templates — are all included in a Git repository hosted on GitHub. Documentation is available in a separate repository. Quite the exciting time in the world of game development!"
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Could have sworn... (Score:2)
I think I saw this article a few days ago
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Yes, our conclusion then was: Torque3D is already irrelevant due to the success of the Unity engine.
Re:Could have sworn... (Score:5, Insightful)
Re:Could have sworn... (Score:5, Informative)
our conclusion then was: Torque3D is already irrelevant due to the success of the Unity engine
Which orifice did you pull that conclusion out of? Unity offers a free-to-use version that is very definitely not open source. There is value in that to be sure, for people who want to work with a state of the art engine, but for many devs the open source aspect just matters a whole hell of a lot more. Look at the vast majory of mobile games, the form factor rapidly dominating the game market. Those 3D engines are, to put it succinctly, pure crap. But a lot of those games are fun and successful, and better yet, production values are within the reach of small teams. I say: open source Torque is worth more to the community than the free Unity engine, without in any way belittling the value of the latter.
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You know that Unity free version sucks monkeyballs right? Need a list on how awfully restricted that version is?
You know that Unity doesn't have a AAA title yet but Torque does, right?
You know that having a complete open source AAA engine (albeit outdated) opens up possibilities Unity can't hope to match right?
You know that people who download Torque 3D doesn't care what you think right?
You know that 1500$ + IOS, Flash, Android = $6000 vs 0$ is a no brainer right?
etc... right?
You sir, are an idiot.
Re:Could have sworn... (Score:5, Insightful)
You know that Unity supports both iOS and Android, right?
Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.
Not the same (Score:2)
Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.
Ported to isn't the same as supports. I believe that you can compile code using unity for multiple platforms. Who cares if torque gets ported to all sorts of esoteric *nix flavors? I want write games on one platform and compile for multiple platforms. That could be done, but I am not holding my breath.
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Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.
Ported to isn't the same as supports.
Yes it is. You better get a refund on that dictionary you're using.
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So, 'ported to Ubuntu' is not the same as supports publishing to Web Player, Flash, iOS, Android, Desktop, Wii, PS3, Xbox 360, sorry.
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You are truly an idiot. Please post again and confirm.
Unlike Unity, Torque3D doesn't sound like Unity (Score:2)
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The previous article said they were going to release it to the open source community. This one announced the opening of the actual git repository. Subtle difference.
Unfortunately, a difference subtle enough to be lost on the submitter.
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That was the announcement that it was going open-source. This is the actual release you can download right now and play with.
Close, though.
Posix? (Score:2)
Or, when will it run on GNU/Linux?
YESH! more things to obsess over...:D (Score:1)
Re:Why is this relevant? (Score:4, Insightful)
Because not everyone needs or even wants a top tier 3D engine to make a game? Torque was designed to be extremely easy to use and newbie friendly, while still powerful. id Tech 3/4 is most assuredly not.
Also, I know people hate on commercial software but the GPL version of id Tech 3 is just that. GPL. You can't make commercial closed-source games (spare the "why would you want to do that" comments please) with it unless you buy a commercial license.
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Re:Why is this relevant? (Score:4, Informative)
I think there's some confusion. The id tech engines are under the GPL, so all games/tools/etc created from it must have their source released.
Torque 3D is under the MIT license, so no one has to release their source regardless of the type of project.
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I think there's some confusion. The id tech engines are under the GPL, so all games/tools/etc created from it must have their source released.
Torque 3D is under the MIT license, so no one has to release their source regardless of the type of project.
And as a bonus, the good bits could be imported into a GPL project.
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There is little indication that they are still licensing their older engines to new clients since they have removed their technology licensing page after the announcement that id tech 5 will not be licensed outside of ZeniMax.
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The problem I always found with Torque is that they'd promise features in x number of months, and they'd simply never arrive. Some engines such as Torque X they gave up on completely without the slightest hint of a refund to customers whom they'd promised all sorts of things to.
I never really thought Torque was particularly friendly too, it seemed like a poorly designed mess and TorqueScript was horrible. In terms of ease of understanding of the engine I always found the likes of the C4 engine better, it wa
V12 (Score:5, Informative)
It's not exactly the best engine in the world, but open sourcing code is never bad. So thanks GarageGames!
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Its the best to me because:
I messed with it a lot in Tribes 2. So I can only assume it has gotten better but:
Its net code was not tied to frame rendering and was object oriented from the get-go.
Had a built in world editor that worked while live games were running. You could prop a server up and edit the world real-time.
Supported scripting and compiled it on the fly for faster run-times
had the best vehicle code I've seen outside of a racing game...
Hopefully one can learn this, perhaps consider publishing, an
Tribes 2 (Score:1)
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Most likely not without a lot of repurposed work. V12 had a lot of proprietary Sierra code that was removed so that we could release V12/TGE. You would have to identify the missing pieces and then find an alternative solution to ensure that Tribes 2 and its mods ran well.
Should be intereresting (Score:2)
At least, once people like the ones that upgraded the Freespace engine to more modern standards get ahold of ths one.