Yes artists and programmers should work together and do it every single day in the game industry. That is why programmers outsource their art work to good freelancer artistsThat said, I generally agree with your approach. We need to snuggle up as close as we can to Blender, both in terms of community and providing support for Blender art in the engine. Honestly I think it's our best shot. Also, this community tends to be more full of programmers than artists, so pairing with a community where the balance is flipped would be a great idea.
Perhaps, but for some landing a job might not be the goal. Also please notice that Epic Games gave Blender Organization around 50.000$ to improve their fbx pipeline. Hence Blender is already taken serious as a tool in the industry. Earning money is now harder than ever and highly expensive subscription models for 3d max or even buying seat licensees are something most would like to avoid if possibleI 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.
The market is saturated. Such is the game industry when many wish to develop a new game engine and earn on it. It is called competition and it normal for a market to behave like it does when supply and demand does not match each other. It is okay and normal what you see now.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.
DX9 has been used for like ten years? And all DX11 machines also support DX9(actually DX11 can be made to support DX9 as such). If DX9 would stop being supported many Microsoft Windows users woulf not be able to use their games they purchased through steam and on dvds back then. The whole Windows world would scream in agony and anger if that would change You can safely develop on DX9 game engines until T3D MIT is upgraded to DX11 in the near future.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.
Choice of engine will not decide whether you make it or not in the game industry. That is your social marketing skill, your marketing budget, game play and some luck that decides that. DX9 engines only requirement is a windows machine with a decent CPU, 2-4 gigs of ram and a okay GPU. Windows is about to be free by the wayThe 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).
Yups just like the people at Unity who loves to code in C# or the Unreal 4 users who try to avoid Blueprint when possible and stick to C++... Actually even Blueprint requires you to code. As soon as you hit the need for Boolean variable needs, Branch(if statements in Blueprint) and arrays in UE4 many people get surprised how the logic and thinking of a coder/programmer is still required to make anything. Try to make a door system with keys and sound detection for areas in order make different foot step sounds in UE4 and you will be surprisedThe 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 (which sells).
Oh and eye candy is useless if nobody sees your game... Codeword is social marketing and some luck
You do not need most of all those features. I have used UE4 for a year to test its capabilities. UE4 comes with more than any indie will ever need for his small game. Also UE4 crashes, it crashes a lot when doing landscape sculpting and Blueprint scripting or working in Persona(animation and blending etc.). I find T3D MIT version 3.5.1 just as stable as UE4 version 4.6.1. Both are nice tools that offer different solutions to problems and needs.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
What T3D steering community is doing now is also what Epic Games is doing on their GitHub with Unreal 4. The steering community is doing it very well.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)
I receive updates about the T3D MIT repo's pull requests everyday. It is a very much alive and active repo.
It seems to me that you have been blinded a bit by all the marketing as such. I can tell you that many artists hit a wall when they realize they still need to think as a coder/programmer a bit when working in UE4 or Unity 4/5.
Also while we write this at least two more T3D titles has hit the steam store this month. Now ain't that just utterly awesome?