I was asked in an e-mail if Torque would be the best engine for a specific project. I wasn't given much information on the project, but this is my opinion on the matter.
For commercial games Unreal is the king and owns about 90% of the market. It is in the $100-200k range to license so it is out of reach for anyone that isn't very very serious. I'm not completely sure on the pricing because it's something that isn't advertised. They price it on a case by case basis and we tried to get a license for Chapman University and that was the range we were given.
The next most popular engine for commercial games is a tie between Quake and Half Life. Both have similar licensing expenses, but rumor has it that the Half Life engine is very hard to understand. I don't know first hand. Of the three I think Unreal is probably the easiest to learn having spent some time with it. Torque has a very strong following, but is mostly seen as a hobbyist engine. That doesn't make it bad by any means, but that is the view. It is well supported and while there is a steep learning curve, it isn't any steeper than the other engines out there. There are a number of commercial games available on it and the company just released a next gen version of the renderer so it is still growing and doing well.
The next thing to keep in mind is the game itself and if the engine supports the type of interface you are designing. Each engine has different specialities and one engine may be best for one design and wrong for another. Torque is best at FPS or third person multiplayer games. There is also a 2D version of the engine which I would also highly recommend.
Torque Game Engine (3D) does not have a good physics engine. I think the others are better, but there are a lot of threads out there on the Torque forums that talk about integrating other physics libraries. The 2D version has a great physics library.
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