I am considering buying myself an indie licence for TGE, perhaps TSE later, from http://www.garagegames.com/, for purposes of writing games. The licence includes full source to the engine, and no limits on the number or nature of releases.
I do know what I am letting myself in for, which is partly why Torque attracts me - it is a complete games environment with excellent tools (plus support for free tools like QuArK and Blender) and a vibrant community. It is also why I am eventually going to decide not to do it
Torque also happens to have the features I want - huge outdoor environments with excellent terrain rendering and LOD on maps, and excellent Net code.
It doesn't seem to support moving brushes (e.g. doors) though, which is kind of odd.
The next most interesting engine I've come across is the Nebula Device, available under the Tcl/Tk Open Source licence suitable for commercial projects. However, it is not a complete framework, so lots of work required I've not found any Nebula-based frameworks yet.
Both Torque and Nebula have been used for AAA games, which is a big reassurance.
I've also looked at OGRE, Sylphis, Crystal Space, Cipher and probably others. Quake and Quake II (and Tenebrae) don't do outside scenes so well, and have the restrictive GPL licence.
I'd like to hear people's opinions on Torque, and any alternatives.
I'd particularly like to know what people think of the very unfinished Torque Shader Engine. I'm wondering how useful shaders would be on outdoor scenes, which may have very high overdraw (and will with what I have in mind...). I'd expect them only to be used on the highest LODs.
I do know what I am letting myself in for, which is partly why Torque attracts me - it is a complete games environment with excellent tools (plus support for free tools like QuArK and Blender) and a vibrant community. It is also why I am eventually going to decide not to do it
Torque also happens to have the features I want - huge outdoor environments with excellent terrain rendering and LOD on maps, and excellent Net code.
It doesn't seem to support moving brushes (e.g. doors) though, which is kind of odd.
The next most interesting engine I've come across is the Nebula Device, available under the Tcl/Tk Open Source licence suitable for commercial projects. However, it is not a complete framework, so lots of work required I've not found any Nebula-based frameworks yet.
Both Torque and Nebula have been used for AAA games, which is a big reassurance.
I've also looked at OGRE, Sylphis, Crystal Space, Cipher and probably others. Quake and Quake II (and Tenebrae) don't do outside scenes so well, and have the restrictive GPL licence.
I'd like to hear people's opinions on Torque, and any alternatives.
I'd particularly like to know what people think of the very unfinished Torque Shader Engine. I'm wondering how useful shaders would be on outdoor scenes, which may have very high overdraw (and will with what I have in mind...). I'd expect them only to be used on the highest LODs.