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Torque3d goes open source!

Posted: Fri Sep 21, 2012 1:45 am
by hallsofvallhalla

Re: Torque3d goes open source!

Posted: Fri Sep 21, 2012 3:50 am
by Jackolantern
Wha-wha-what?!? :shock: :shock:

EDIT: I think this goes to show just how badly Unity is tearing up Torque 3D in the market. Very neat move, though, and particularly cool that they used MIT and not any of the GPL licenses.

Re: Torque3d goes open source!

Posted: Fri Sep 21, 2012 10:00 am
by Cayle
Very interesting, especially considering that the old licence was one of the reasons that the MMOKit had distro problems. I always liked Torque. As difficult as it could be to work with, noting else could touch its networking. It has a unique philosophy. The game engine is built around the network stack. Yes, that makes it wonky, *cough* datablocks *cough*, but those same things that make it wonky and difficult to work with make it very lightweight on the bandwidth.

Other engines (I'm looking at you, Unity) added it in later and did not implement the scoping/ghosting, which is part of Raknet (under a different name) and suffer fomr the "easy to get started, but impossible to scale" disease.

All in all, a very good thing.

Re: Torque3d goes open source!

Posted: Fri Sep 21, 2012 2:08 pm
by hallsofvallhalla
agreed. No engine to date has even remotely touched Torques Networking for the price but what a pain this engine can be!

A couple of us over at http://www.mmoworkshop.com/trac/mom/phpbb are talking about getting it working with the kit now.

Re: Torque3d goes open source!

Posted: Fri Sep 21, 2012 2:31 pm
by OldRod
That would be cool! I always wanted an MMO Kit that worked well with T3D.

On another front... MMOWorkshop.com is back? wow, I missed that!