Lol, how did SoW get involved in this nonsense?
Let me take a moment to set people straight.
That screen from SoW looks nice, yes, but you have to understand the difference between engine rendering and
artwork.
That shot looks nice because TGEA is built around shader based rendering techniques, which are now common. The main thing making it look nice is the reflective water. This is not art. The only artwork in that scene is some trees and a few textures, hardly anything worth talking about.
Whereas the latest AoD screens have shown some great artwork, Oscar is doing a tremendous job, even more impressive for a single man. People taking shots at him need to pull their heads out their asses. I'm looking at you, Skyway.
And how about using less shitty engine next time? Especially when you know that there is a much more advanced version.
Hey there is a free and easy to understand open-sauce engine with lots of huge-community made modules to get you started immediately that is on a par with AAA 10/10 games' ones (how about some for Cyclopean hint hint)
You have no clue what you are talking about, so keep quiet.
Ogre is just as complex as Torque, has many hidden issues which people don't know about until they get into (which is true for EVERY ENGINE EVER), and it isn't close to a feature complete game engine, it's a rendering engine, like I said in that quote. You have NO idea how much time and effort it would take to bring it to the level of Torque, you don't just go download some modules and plug them in.
So if you had the choice to pick between shitty and a very limited engine and spending time on making a working framework out of already made components that will give you a limitless engine like you want it - you would've picked the 1st option?
Yes it can be a very time consuming process (I was doing the same with GLScene when it was still alive) but the result will be satisfactory.
You lost all credibility when you said "limitless engine", there is no such thing fool.
Less than 50% of what they would need already exists for Ogre users, you have some basic plugins (which may or may not play nicely with each other) but the rest is long, hard graft. For a single programmer like Nick, I'd estimate a 4 year development cycle to bring Ogre up to as feature rich as Torque, assuming he works full time on it. I have made a game engine from scratch ( and that was one that was far simpler than Torque), you have no idea the complexity or effort you are talking about.
4 years to finish the engine, then another 4 years where they actually make the game. Double the dev cycle for AoD.
Or they work on Torque, get the game done in half the time, get it out there and maybe making them wealthy (
), move to TGEA for their next game which means 80% of their work they can keep instead of throwing away.
And they get to spend most of their time on content instead of engine tech.
So how is it any different from a very limited Torque engine that won't give you even a 1/20th part of what those libraries can do? Except those libraries usually have a strong community support behind them and where is your Torque now?
Bollocks. Just utter bollocks.
Ogre is nice, do not get me wrong. But, for a small indie company, getting it to the point where you can make an RPG with it is a pretty big undertaking.