I'm ONLY talking about their next engine which is called "Torque 3D". You thought i was talking about TGEA, but the next engine is called Torque 3D while the current one is called TGEA. Torque 3D is suppose to be out before the end of the year. Also pricing information has not yet been released. It will cost more than TGEA…
well it s not a huge deal. I will play around with both of them an TBH I have messed around with XNA also. It really depends what you want to get of an engine I suppose
Im excited to play with the demo. :) sucks with haveing the shadows cut off but i guess they just need something to make the pro version really worth to buy. But even the pro is very cheap in comparision to other engines. @ Ruz why is I phone licensing a joke??
Torque has always been a bunch of cobbled together broken shit. Every aspect of the engine has been in a state of 'it will work better in future updates' for this entire decade. Why use a collision mesh when you can do things with much more effort? :poly142:
rooster - *can* is the important part of that phrase. That's why I asked if dynamic shadows were integral to the game he was making. If they are Unity indie is a bad engine for his project. Ruz - that's like complaining that Maya Complete will just annoy potential clients because it's missing some features. You want all…
Richard - It depends on your experience in Scripting. If you have previous experience using any of the supported scripting languages (Javascript, C# or Boo/Python) I'd imagine you could create that in a fairly short time period. Depends of course on the scope of the thing, both feature wise and length wise, but it'd go…
They are going to keep their existing proprietary format called "DTS" but will put in collada support and probably make that their main format. With regards to collision. You no longer need to export a collision mesh. TGEA supports polysoup collision so you need only hit a check box in engine to turn on collision and turn…
Seems like the collada route is getting more popular. I've had a look at Neoaxis, it isn't as spontaneous as other engines out there, but has a good forum full of info. Unity has no pathfinding, as such, there are some people working on it though. I'm not going to spend too long delving into AI/A* programming if I can help…
Baking is fer level builders, housewives. and potheads. Doesn't matter now. downloaded their shadow demo. ( download and judge fer yerself ) ( why the shadows are such a big deal for you? ) I dunno myself sometimes It's not like many are in a rush to leverage cinematic shadow composition on a grand Tolandesque scale…
Having used both, I'd definitely go with Unity, unless there's a specific thing Neo Axis has that Unity lacks and you need. We used Neo Axis where I used to work. It's a decent engine, but nowhere near the quality of Unity. We also ended up running into a good deal of technical issues with Neo Axis if I remember correctly.…