3 ms·
As one of the early Torque licensees... I wish that it rot in hell, and I don't suggest it to anyone ever, not even my enemies.
by speeder 14y ago
As one of the early Torque licensees...
I wish that it rot in hell, and I don't suggest it to anyone ever, not even my enemies.
- joeld42 14y agoReally? I was also one of the initial licensees and I feel like it's the most value over the years I've received for $100 ever. Even though I've never released a game with it, having a "real" game engine (warts and all) to play around in and try out ideas in code, and learning how to get stuff from a DCC tool into a real engine was hugely valuable. Also the fantastic support and community around the engine is unmatched (at the time, I don't know what it's like these days). It's certainly not a "make game for dummies", it's hard work to get something built with any engine, but unlike a lot of "easy to use" engines, Torque ships games.
- TypeSafe 14y agoThe Torque code base is really awful. One of the most broken pieces of code I've ever seen.
- speeder 14y agoExactly... When I used torque I was already doing some professional game development, the only thing worse than torque was gamestudio a7
- erdevs 14y agoIf you guys looked at several years ago, you should probably say "was" awful, as opposed to "is". I haven't followed for years... but even circa 2007 and 2008 it had undergone huge rewrites from the old 90s and early 2000s nastiness with their simulation layer, scripting hooks, and high level classes. Was moving to a much cleaner componentized system with much better patterns throughout. Or, maybe the codebase has actually gotten worse since 2006+, when it was shaping up pretty nicely. That could well be, I don't know. But such comments would be higher value if you at least reference approximate timeframe, as this product has been around in various forms for 10+ years, if I recall correctly.