Friendly conversations, and everything that doesn't fit into the other forums.
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Ron Kapaun
Posts: 28
Joined: Thu Feb 05, 2015 3:46 am
by Ron Kapaun » Tue Feb 27, 2018 2:46 am
Hi All..!

Just wanted to point something out on the web:
I know, I have always pushed the 'Blender' open source model and I originally left T3D because my feelings concerning the Blender Open Source Model fell flat. I just want to post this because its a validation of my thoughts for T3D. Blender is about to release it's 2.8 version (a major milestone) and if you look back, it's (at it's core) a 30 year old software system. 30 freakin years. Amazing. They managed to keep the development alive by creating situations (in this case 'short films') then once they solved the problems encountered they release the 'fixes' to eliminate or ease those issues. I can see this philosophy still working now in T3D. It's not the BEST, most up-to-date real-time render engine but, it has potential. I think we can all agree on that. So, add your thoughts and comments. Nothing is 'out of bounds' here. This is posted in order to expose thoughts and issues I may have not thought of. What do you think? Should the community do a 'live' project and work any issues out and publish them as an update? Thoughts, concerns and general comments welcome. It's been a long time since this site was updated... Garage Games is basically dead, anyone out there still see the potential here?
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Tue Feb 27, 2018 3:41 am
I know I'm sure glad T3D is still around, and grateful af for @
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and all the other contributors! Because after one life-work-threatening experience watching Torque almost disappear, without going open source, I am 100% committed to _never_ having the fate of my work rest in a private company's hands ever again. I can easily take a little less modern render power in exchange for a free and permissive open source license. Oh and also Blender ftw! My two cents anyway.
Posts: 969
Joined: Sun Feb 08, 2015 1:51 am
by Duion » Tue Feb 27, 2018 9:45 am
Torque could easily do much better, if more people would stick to it, it is mostly just confirmation bias saying that it is bad, since many other open source projects easily outdo the proprietary software, if it reaches a certain size.

Regarding the live project, I'm doing one for like 4 years now, but nobody cared. I had lots of people over the time ( 50+ maybe, did not count them ) writing me they want to contribute, but in the end they all ran away being of no use at all, now think about THIS...
Steering Committee
Steering Committee
Posts: 813
Joined: Tue Feb 03, 2015 9:49 pm
by JeffR » Tue Feb 27, 2018 3:59 pm
A community-driven project isn't a bad idea at all, I think.

The big aspect of it is to agree on a game concept that challenges the engine usage, while still having a broad appeal. This is a pretty much why FPS games are the go-to for demonstrations(or real-time movies, which can just focus on the graphical functionality). Functionally easy to understand, and a good way to show off the feature set.

So if we were to put together a community project/demo, the first step would be an agreement on what it would be. If I were putting my 2 cents into it, I think pushing a different genre would be useful as we can exhibit a different gameplay/mechanical style(as everyone held the presumption that T3D is an "fps only" engine).

So maybe a 3d platformer, similar to the 3d Mario games? It allows an aesthetically pleasing art style that can be very high fidelity, but not constrained by photoreal rendering which allows flexibility to the art style, and the gameplay allows for interesting mechanical elements like your walljumping, climbing, etc. If we had to have some sort of shooting mechanic, a pickup/powerup that would shift the camera perspective to over the shoulder could work.

If we pursue that angle, I'll note I've already got a headstart on a good 3d movement player object with the new entity/component stuff which would be a good jumpstart. The Ubiq guys also put up their old 3d Action Adventure kit open-source so we could take their much-better-for-this camera system logic as well.
Dwarf King
Posts: 165
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Mon Mar 19, 2018 10:47 am
With stuff like this: ... nd_Heroes/

I have never seen Torque 3D as a bad engine. It has many good and solid projects behind it.

Edit: Oh and I just tried out the head dev with AFX merged in on a DX 11. Seems pretty modern rendering tech for me :mrgreen:
Granted it is not DX 12 but that is NOT a problem for me as I would even accept DX9.

Just pointing out that Xcom: Enemy Unknown is a DX9 game.

Torque 3D is in all ways a fine tool. And it has over the last years seen several fine game releases.
Posts: 138
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Tue Mar 20, 2018 1:19 pm
Blender is almost a unique product in the software world it is a project managed and run by a private organisation that has lots of money but just happens to be open source. It should also be noted that Blender is a tyrannical type organisation as far as development is concerned, expected for proprietary software, less so for Open Source software

Blender also probably has more paid developers than torque has users;

Most of your post is fairly indicative of how the engine is fixed and updated anyway, so that pretty much amounts to preaching to the choir.

As for building a live project, this is what I'm attempting to do, but I have my own demons to deal with.

The biggest hurdle in the case of a community project is that there are no real artists in the community, or at least no public exposed artists willing to devote time an energy to a project that won't earn them any money.

Unlike Blender torque doesn't have the finances or the manpower to create its own projects, yet despite all that the engine improves month on month, year on year, at a rate that imo is impressive (if you actually ignore the release schedules and check the dev branch)
Posts: 249
Joined: Tue Feb 03, 2015 10:30 pm
by Steve_Yorkshire » Tue Mar 20, 2018 8:53 pm
Alas, we don't happen to have the greatest superpower of them all ...

Dwarf King
Posts: 165
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Wed Mar 21, 2018 10:23 pm
Phew! Who needs money when we have PureLight and TorqueScript? :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Posts: 64
Joined: Thu Aug 13, 2015 5:58 pm
by LoLJester » Fri Mar 23, 2018 2:34 am
Is PureLight available for free? Has it been open-sourced?
Dwarf King
Posts: 165
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Fri Mar 23, 2018 6:23 pm
Is PureLight available for free? Has it been open-sourced?
No and also not for sale. It was more meant as a funny comment for us who bought it back then for big bucks. You can use blender to bake lighting with I have been told. Blender is free.
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