I'm Dexter Chow, a designer for GarageGames, developer of Torque engines and tools. I want to let everybody know, we just completed a beginning to end introductory tutorial for a 3D FPS level. The tutorial covers the basics in scripting, art integration, level design and game design. The free tutorial and free demo are available here:
For teachers and students, we've completed some free educational materials to assist teachers in curriculum development for introductory computer science, art, game design, portfolio and lab classes. My blog has all the details:
I'm a former game dev teacher and a non-technical game designer, so this project hits close to home. I see students struggle with 3D level development. I hope you enjoy it. Comments are welcome.
So, what exactly does Torque3D offer over Unity3D? You both seem to be relying on C# for scripting (you charge extra for your editor, while you can just use sharp / monodevelop / VS2010 with unity)
The scene editor is similar as well.
Unity3D is free, yours is \\$129
Not to speak on behalf of dchow or GG, but the licensing and source access are different. Don't know how they compare now on a features list. Would be interesting.
its great. I will try after some feedbacks from others
Unity's free version is limited. See their licensing here:
Torque has one price and you get all of the features. Sometimes you don't need all of the missing features, but sometimes you do.
You can check out our free version by downloading the trial at http://www.garagegames.com/fps
So we get the Unity and Torque comparison a lot. Instead of having me, a GarageGames employee try to "sell" you on the features of Torque, I can put my past game design and teacher hat on and say they are both great products to learn game development but Torque, with source code access, opens up the learning canvas. 3D is hard and there are a lot of people working at both companies to make 3D game development (and 2D) easier. On this specific thread, teachers and students can dive as deep as they want into code, the art pipeline, interface, etc. with Torque products because it offers full source. When I taught, there was always a few students who went 10X farther into the class subject than the rest of the class and we encourage our users to not only learn from our code, but modify it and customize it to their needs. As one can imagine, for learning, this is a powerful option.