I have been tinkering with Torque Game Builder, and wondered if it is really any better than Gamemaker. It certainly is more complicated and expensive.
Some of the things that seem good about it:• All scripts and resources are externally loaded.• Advanced 3D capabilities• Drag and drop GUI creation• Built in world editor• C-like scripting language• Mac/Linux/360/Wii porting capability• It runs very fastI'm wondering if it is worth the trouble to try and switch to something else. The web forums and support from fellow GM programmers is really great though.
Torque is awesome, although the only experience I have with it is Tribes 2 modding.
The demo keeps freezing my computer :(
Torque sure does look awesome.
I'm considering getting Torque for making my final major design project at school, although as I haven't had the chance to experiment enough I'm not sure if I can pull off a similar concept using DLLs for 3d graphics, 2d physics and online communication that runs at a steady speed.
Anyone know what the learning curve for Torque development is like? I've got around 8 months to create a fully-working prototype and I'd hate to buy the engine, get started and then get stuck.+ it has good and not laggy physics, and it's very easy to add it to your own game.
If you are into stuff like C++, try looking into Irrlicht.
While torque is powerful and like stevenup i use it extensivly (mind you i use mainly TGEA) toruqe is also expensive (it is quite cheap for it's power however).
If you don't feel like paying the money go for an open source engine in another language.Is having no background in C going to be a problem for someone? I went to their website and did one of the tutorials, and the places where the code was looked a lot more complicated than GML.
Torque is good, I'd get it if I cba to learn it =P