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Re: Torque: InstantAction bites the dust?
[Re: Quad]
#347487
11/15/10 16:42
11/15/10 16:42
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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What I saw from their forums is that they complained indeed mainly about docs and about some bugs. And another problem of the users is that they did not keep their promises.
From a commercial point of view Ratchet is right. They lost their track to support indies, tried to address professional developers with higher prices and better technology. But the tech did not grow fast enough and not mature enough to reach that goal. Besides that the Instant Action platform did not succeed as expected.
Currently they all hope that somebody buys the Torque asset.
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Re: Torque: InstantAction bites the dust?
[Re: Quad]
#347515
11/15/10 20:21
11/15/10 20:21
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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time to get leadwerks then, i got Torque 3D, never used... I like very much Leadwerks but is it really so slow as people say ? Did anybody make a comparative 3dgs, Unity3d, Leadwerks ?
Last edited by AlbertoT; 11/15/10 20:22.
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Re: Torque: InstantAction bites the dust?
[Re: AlbertoT]
#347523
11/15/10 22:07
11/15/10 22:07
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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In leadwerks, stuff like ssao are always on by default so it's not really comparable unless you use the same shaders in all engines.
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Re: Torque: InstantAction bites the dust?
[Re: Quad]
#347562
11/16/10 14:02
11/16/10 14:02
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Actually Leadwerks is quite fast, can render terrains with millions of trees as an example. What I dislike personally is the workflow, the tools, the usage of different scripting languages for everything (material, physics, scripting). Thus it looks a bit inconsistent to me.
Nevertheless, the results are great, it renders objects very nicely and fast and it is powerful in terms of capabilities.
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Re: Torque: InstantAction bites the dust?
[Re: AlbertoT]
#347627
11/17/10 08:40
11/17/10 08:40
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Joined: Sep 2005
Posts: 980 Aue, Sachsen, Germany
Wicht
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User
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
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Moreover I still prefer the traditional 00P hierachic style over the new " components " phylosophi Same here. I tried Unity, but it's not my favorite style. I also like the traditional OOP. (working with Delphi since many years) One reason more to hate the current situation of InstantAction/Torque because Torque/TorqueScript has also the OOP-style.
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Re: Torque: InstantAction bites the dust?
[Re: AlbertoT]
#347637
11/17/10 12:28
11/17/10 12:28
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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However about the speed I have my doubts I have a one year old desk top , an other five or six years old desk top and a two years old lap top That of course can cause some problems with modern technology. Leadwerks just like Unity and most of the big commercial engines use deferred rendering now. This is fast, when you use different lights and many shaders at once, faster than old forward rendering. But it also requires shader model 3 (available since how long, since 2004?). So on modern and moderate aged hardware it is just the better solution. But when you have stone-age hardware, then Unity scales better for sure. It can downscale from deferred lighting, to forward lighting, pixel lighting to vertex lighting and even harmonic spherical lighting. Thus it can not only render on very very old hardware, it can also run on different platforms, mobile devices and consoles. This scalability is even part of their rendering optimization. When you have 8 lights visible at the same time as an example and you dont configure them all to be "very important", then Unity renders only the nearest of them as pixel lights, a few will be vertex lights and another few harmonic spherical. So it still renders faster than most engines forcing all 8 lights to pixel lighting. But this also shows that you dont have the same quality on each platform. It might render faster on your 6-years old PC. But it also scales down to a lower quality.
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Re: Torque: InstantAction bites the dust?
[Re: AlbertoT]
#347712
11/18/10 07:59
11/18/10 07:59
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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But the demos of Unity are not that demanding. The bootcamp and the island demo are using quite small textures, only a few lights and moderate shaders. But they both show some bigger scenery. The bootcamp demo even uses the new technology from Unity 3 for a smooth transition between realtime lighting and lightmapping. So everything that is a few meters away does not use real-time lighting anymore. Leadwerks does not do anything like that, everything is realtime. The bootcamp demo also uses the new occlusion culling in several areas and the terrain has no normal maps at all.
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