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Re: Torque 3D is now Open Source [Re: sivan] #408167
09/26/12 17:44
09/26/12 17:44
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Well i just tried Neoaxis and the world editor and build in features, just really rocks.
The village forest demo map is just great , runs very smooth on the editro and you edit in real time with trees and grass waving in the wind. And the physics respond really well.
I really like the world editor, all is simple and clear ,and runs so smooth compared to 3DGS very outdated one !


what I want to try too is Shiva, I just downloaded it, but it has also another scripting language...

I started the tutorials, and they are easy, the script is not complicated.For litlle or medium games it's a good deal specially for the price and possibility to put the game on PC or mobiles for one indie price laugh
For a scene havingsome complexity you'll need LOD, distance based display for little objects, shadows visibilty and resolution, mip mapping etc ...
But the demo FPS really runs fine on my good PC.
The workflow is great for lightening and shaders, the only bgi weak point is the lack of a terrain editor, but for the price and possibilty to export to Web Browser, mobile it's a big deal indeed.

If i had to choose between Torque Free and Shiva 3D,Shiva 3D is prooven with selled games and enought stability and speed, no need ot wait years again laugh

I will give a try to Neo Axis, caus C#is easy language, and with some Microsoft visual editor ,it's top notch.
I'll see if i'll get stuck on tutorials or not.
But the experience i think will be lot better and good than Torque 3D afetr having tested it a little laugh

So Torque have lot of work before stand up strong, and even on the tutorial they already make a lot of advert and say to use Torsion Tool.
So yes they target money on tools and assets , even on tutorial ???
Well i'll pass for sure, and like some skilled programmer said , it has lot of very old code.
For me they started really bad, this free version i downled crashed each time on my PC , so indeed i uninstalled quickly and don't mind no more about Torque 3D future.
I just can say good luck for people using it laugh

Last edited by ratchet; 09/26/12 21:49.
Re: Torque 3D is now Open Source [Re: ratchet] #408200
09/27/12 08:35
09/27/12 08:35
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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if you want to make a game similar to any example projects, Neoaxis can be a good choice. just make new graphics, tweak the codes a bit and release. maybe I'll alter the RTS game, and could be a good start... but this is also valid for Esenthel, but there are far fewer example projects, and some of them are for a little money (~40EUR), but they are probably the most effective way to get a working MMO solution. Unity also has nice open source projects. 3dgs not really, only small ones.

it would be a great improvement in 3dgs to officially integrate the Recast/Detour navigation mesh pathfinder similarly to Neoaxis, Esenthel, and as I remember it is also in Unity Pro. in Esenthel it is so easy to use! (but lacks character collision, maybe that should be solved by OpenSteer somehow...) WJBender should be paid by Conitec to complete his great plugins...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Torque 3D is now Open Source [Re: sivan] #408220
09/27/12 16:03
09/27/12 16:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Originally Posted By: sivan
yeah Geforce 6200 has the same bad result here laugh (hopefully I can upgrade my pc soon...) but I can get the same if I apply some more complex shaders in 3DGS too. so imo it requires careful programming to meet low system requirements, and usually game engine demos are rather for representing the max quality achievable currently... in contrary, by Neoaxis I could get good performance even on my old notebook when lowered some settings to a still acceptable quality (unfortunately I don't like its scripting system)

The demo has nothing to do with what I am saying. An empty room, with 1 or two models with ALL the settings turned down gets single digit framerates on my computer, it got fps in the 10s-20s on my older computer with a Geforce 9800GTX which is rediculous.

Re: Torque 3D is now Open Source [Re: lostclimate] #408222
09/27/12 17:25
09/27/12 17:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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... but this is also valid for Esenthel, but there are far fewer example projects, and some of them are for a little money (~40EUR), but they are probably the most effective way to get a working MMO solution.
Wekl i never targetted MMO that is the most difficult and long game type to do if your engine don't have build in modules !

Unity also has nice open source projects.
Well it has a lot of selled games ans some great ones , some big mmos also :
City Of Steam free mmo



it would be a great improvement in 3dgs to officially integrate the Recast/Detour navigation mesh pathfinder similarly to Neoaxis, Esenthel, and as I remember it is also in Unity Pro. in Esenthel it is so easy to use! (but lacks character collision, maybe that should be solved by OpenSteer somehow...) WJBender should be paid by Conitec to complete his great plugins...


That's to you to adapt and make the game in consequence if you don't have raycast, make some on rails game like with predefinied paths there are a lot FPS (modern Warfare etc ...)
With some little AI for characters to follow paths and choose the path were there is more space or a path that goes behind player.
OR choose a game that do'nt need raycast, or use simple follow functions like lot of mmos games !

Im' not sure Conitec as so much money to put on modules , and they just continue their engine , staying in the programmer side. You can ask to see raycast on avgitaion, but like vegetation editor , it will only be a word on a page lasting 2 or 3 years , without seeing nothing.
Well ... we'll see ??


Ogre 3D is a good choice also instead of Torque 3D, specially with some good games like TorchLight 2, Venetica etc ...
it has power, plugins code made by users etc ... and is stable and bug free enough also.

Torque 3D will need a big big boost , to avoid falling down like lot of 3D engines, that didn't selled and are now open source, and you see no new posts on their forums or very old ones sometimes.
Their strategy to buy the engine for 99$ didn't paid, and people that paid can cry now , because njow it's free frown
And they made a little upgrade that you had to pay even after purchasing the 99$ one.
Well i htink lot of people just baught nothing specially when the engine crashes each time , or when you find graphic bugs.

Well perhaps it's like some engines, the code is too much old and would need to be rewriten entirely ?
Caus they will keep some old and slow, buggy core base code ?
Well let's see what will it become next year ?

Meanwhile i tested Neo Axis, and visual editing tools and features rocks for 3D artists. Beeing based on Ogre 3D can only bring quality to the engine.
If i can prgram some 3rd person Camera and control character and NPC easily , some action RPG could be done ... i'll have to test more the programming side of it laugh

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