Anyone have experience working with both? I might have a project coming up that is using the Torque 3D open version. I still have nightmares working with the original Torque.
Specifically things that effect artists and tech artists. I remember the horrors of having no gloss materials, no realtime previews, Alpha sorting, hand creating LODs in a specific manner. Then there was the UI elements requiring a new version for every aspect ratio as they were bitmap based and the engine could not intelligently spread separate groups to work across these other form factors or resolutions.
I know Torque 3d has realtime previews, but other than this, what has it done to correct the above? I did read one area it still is failing biiigtime even with the 3.0 roadmap. The user controls are still hard coded into the engine. So if your audience doesn't have something it supports, they are SOL.
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Never again.
I would highly recommend Unity over Torque3D at all costs! The workflow for both programmer and artist assets for T3D is so convoluted and undocumented it's not even worth beginning to try to learn.
I wouldn't even take a position at a company using Torque. I got conned out of almost $1000 for their garbage.
Memory, funnily enough our programmer tried Unity and did not like it. Though in fairness he hated UDK even more. I'm afraid of even mentioning Crytek to him. (Also might mention Memory, they now use a MIT open source license system).