Is Torque3D good for sandbox ?

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by r8d8 » Fri Jan 12, 2018 11:00 am
I am new to Torque (but not to gamedev).
My goal is to develop sandbox with soft-body physics. Quality of graphics is not critical, focus on freedom of actions,
something like BeamNG
Also looking into Godot engine
Any experience/advice will be very helpfull
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by Duion » Fri Jan 12, 2018 3:10 pm
In Torque, graphics are good, physics are bad.
If you want good physics you have to use bullet and expect some bugfixing.
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by Happenstance » Sat Jan 13, 2018 1:44 am
T3D has support for Physx and Bullet (as well as a custom rigidbody solver that dates back to the early 2000s) but there's no 'tick-a-box' option in the engine that enables BeamNG style physics. In fact, BeamNG is really just a soft body middleware solution that was ported to T3D for demonstration purposes and there was a lot of custom code involved to make that happen.

Godot is great for 2D games but I wouldn't use 2.1.x for any serious 3D project. 3.0 represents a big leap forward in terms of 3D capability but there's still many bugs to fix and workflow issues to iron out before I'd consider using it (we're talking months away from a truly production-ready release, in my opinion). Godot is on par with T3D in terms of physics which means you're going to need to dig into the source code of either engine to make what you want.
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by Duion » Sat Jan 13, 2018 12:10 pm
BeamNG just uses an open source soft body physics software, that they ported from their old engine to Torque3D so they can have better graphics.

It is still available:
There is also a game that comes with it.
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by chriscalef » Sat Jan 13, 2018 5:32 pm
Also, PhysX has good softbody support, it just isn't in T3D yet. Again, coding, but very possible.
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