Life is Feudal: Your Own

Life is Feudal: Your Own

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Zothen Oct 7, 2014 @ 7:55am
Torque 3D: Oh, wait they started custom coding and rewriting this engine 4 years ago.
I wanted to get LIF to support the development but then I noticed that they use the Torque 3D engine.
That piece of junk was already a pain in the rear while GarageGames still developed it and was left to rot as open-source software. Torque doesnt even support 64bit executables, which limits clients and servers to mere 4GB RAM to adress. (Tough limit for a survival-sandbox server like LIF:YO)

Theres so much more whack with Torque (texture handling, threading, ...) that I cant understand why a developer would choose this pile of garbage for a demanding project like LIF while there are many other pretty cheap and much better options available.

Im very curious if they will try to build the MMO on Torque, too. For now I will hold back and keep watching if or when the server performance hits the obvious brickwall.

(Yes, Torque is free, but that doesnt make it also a good and future-proof choice for a professional project!)
Last edited by Saxxon; Nov 1, 2014 @ 7:28am
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Showing 1-15 of 46 comments
Toccs Oct 7, 2014 @ 8:00am 
What are the other cheap and better options available?
Dies Fourth Oct 7, 2014 @ 8:02am 
when the MMO part comes out they say 10k plus so they must have a plan to make that happen
CARRI0N Oct 7, 2014 @ 8:06am 
OPs only experiance with the engine is dependent other developers ability to use the engine not the engine itself. Sorry but this is a non argument, make some points please and thank you. What other engines would have been feasible? Most engines require huge lisencing or royalty fees.
Bio Oct 7, 2014 @ 8:59am 
Originally posted by Toccs:
What are the other cheap and better options available?


Originally posted by Andhrimnir:
OPs only experiance with the engine is dependent other developers ability to use the engine not the engine itself. Sorry but this is a non argument, make some points please and thank you. What other engines would have been feasible? Most engines require huge lisencing or royalty fees.

CryEngine, Unreal Engine 4 and Unity have great licensing but i guess they weren't really an option back when LIF started.

LIF is also using a heavy modified version of torque 3d since it's actually open source so it all comes down to the ability of the developers to make it good.

It is possible to do alot with an open source engine but requires great amount of programming skills which will take a lot of time and by the day the game will be realesed i fear it will be too old to be appealing to the masses.
CARRI0N Oct 7, 2014 @ 9:04am 
There is no other competing title though in this niche. Those engines you listed are cost prohibitive when combined with steam's royalties. It takes more overhead but I think the reason they chose this engine was because of the fact it was open source and maleuable enough to create a serverside game, thus less hacking, scripting, etc.
Muse Oct 7, 2014 @ 9:06am 
Cry Engine sucks and has so many fragmented errors. UT engine is probably too expensive commercially and uses "bone" type framework on Models, meaning it wouldnt be physics, but "fakeics". It would also mean Aim botters, and people using overlays to find hidden resources/players/locations.

Honestly, I dont agree with anyone using pre-exsisting engines as a foundation to ANY game. But thats just because when I make something, i want it to be known as 'mine'.
Zothen Oct 7, 2014 @ 9:37am 
Originally posted by Crystal Boy:
Cry Engine sucks and has so many fragmented errors. UT engine is probably too expensive commercially and uses "bone" type framework on Models, meaning it wouldnt be physics, but "fakeics". It would also mean Aim botters, and people using overlays to find hidden resources/players/locations.

Honestly, I dont agree with anyone using pre-exsisting engines as a foundation to ANY game. But thats just because when I make something, i want it to be known as 'mine'.
You obviously have not the slightest clue what youre talking about. If you agree or not - you have no idea what it costs to create a custom engine.
CARRI0N Oct 7, 2014 @ 9:40am 
Originally posted by Zothen:
Originally posted by Crystal Boy:
Cry Engine sucks and has so many fragmented errors. UT engine is probably too expensive commercially and uses "bone" type framework on Models, meaning it wouldnt be physics, but "fakeics". It would also mean Aim botters, and people using overlays to find hidden resources/players/locations.

Honestly, I dont agree with anyone using pre-exsisting engines as a foundation to ANY game. But thats just because when I make something, i want it to be known as 'mine'.
You obviously have not the slightest clue what youre talking about. If you agree or not - you have no idea what it costs to create a custom engine.

I agree with crystal, atleast provide counter arguments please and thank you.
theodnum Oct 7, 2014 @ 9:50am 
I read - don't know where - LiF is developped with a very modifed version of Torque3D - and i have to say that it does the job even if there are graphical bugs and problems of memory sometime, i don't have a very computer and LiF works well most of time.
Zothen Oct 7, 2014 @ 9:54am 
Eh? How can you offer "counter-arguments" when his "argumentation" is bull in the first place?
CE and UT arent the current top-tier engines without a good reason.
Also no actual engine doesnt use bones to animate models. And its definatly not the reason for cheat possibility.
And as I said - he has no clue about the development of an decent engine. Especially Indies usually dont have the money and manpower to fund 2-3yrs to develop a proper engine.
CARRI0N Oct 7, 2014 @ 10:09am 
Sorry Zothen, He made good points, you're making it painfully obvious you don't know how CE and UT are structured or the issues that arise because of dev. choices and engine limitations.

Graphically yes they're great but in terms of creating a "cheat proof" situation they are both horrible and both of them have a family of hacks that can work on every game title thats developed off of those platforms.
Last edited by CARRI0N; Oct 7, 2014 @ 10:14am
Zothen Oct 7, 2014 @ 10:22am 
Bull, Andhrimnir! That was not the points he made. Re-read his post properly. Youre making it painfully obvious that youre not able to read properly.
And seriously, if you would have knowledge Im sure you would know how vulnerable any engine is where the source is available. So Torque wouldnt be any different. And with a custom engine - IF you can afford to create one - its still possible to do what the fool blamed UT for.
Read properly before you post!
CARRI0N Oct 7, 2014 @ 10:29am 
*Facepalm* You don't know what you're talking about and Yes I know enough to know you've missed the point. This custom version of torque is all serverside, there is no way to modify the client in order to manipulate the game server or database, it's not hackable in the same way UT and CE are. So you're wrong basically on every point thus far. You explicitly stated it was to expensive to create a custom engine but that is literally what this team has done with this open source framework on a penny budget.
Last edited by CARRI0N; Oct 7, 2014 @ 12:28pm
Saxxon  [developer] Oct 7, 2014 @ 10:31am 

We branched off from the original engine about 3 years ago.
Last edited by Saxxon; Oct 7, 2014 @ 10:40am
chrisdash Oct 7, 2014 @ 10:36am 
The "Mutex deadlock" problem, is that a leftover from the original Torque 3D or is it new? I've had lots of these.
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Date Posted: Oct 7, 2014 @ 7:55am
Posts: 46