Posts Tagged ‘tgb review’

Torque Game Builder Review

Friday, October 9th, 2009

I first started using Torque Game Builder (TGB) from Garage Games about a year ago.  I haven’t actually released a game developed in TGB yet, but I’ve created a few prototypes and my latest project will be developed in TGB (assuming I keep enough momentum to actually finish it :| ).  Also, I’m using TGB after having used my own home-brew C++/DirectX 6 engine which sucked in comparison, so keep all of this in mind as you read this post.

I own the full source version of TGB (currently v1.7.4), but since I’ve only made one engine change so far (to add SQLite DB support), I think this review applies to both the full version and the binary-only version.

Things I Like:

  • Rapid Development – This is the number one thing going for TGB.  I recreated one mode of Invadazoid in a couple weeks, which originally took me a couple months, and it looked even better than the original (even using the same image sets).  With the fairly recent inclusion of behaviors into TGB, the development time should be even less.  I love being able to drag and drop elements onto the scene in the level builder, apply behaviors to things where I can, and then finally script the rest.  The built in callbacks make it fairly easy to script everything as well.
  • Price – You really can’t beat the price for what you get.  I literally spent twice as many hours (creating my own engine) as dollars (buying TGB) and TGB blows my engine out of the water.
  • Graphics Capabilities – I like to use PNGs and TGB displays them very nicely with all of the proper alpha layer and anti-aliasing effects.  While these things are to be expected in any game engine these days, remember I upgraded from my home-brew engine that didn’t have these capabilities, so this was a big plus for me.  The particle engine is great too.  You can customize literally every aspect of the particles and their emitters to create anything from a jet’s contrail to a zombie’s blood splatter, all from within the level builder.  I wish they would include more prebuilt particle/emitter templates, but all-in-all, I’m happy with it.  One issue I noticed was that if my images were too big, the level editor wouldn’t load them.  I never figured out if it was a limitation of my video card or of Torque… I ended up just breaking up some of my tile sets into smaller images.
  • TorqueScript – A lot of people complain about TorqueScript, but I really like it.  Its very C like in syntax, plus it has a lot of built in functions.  I also like the the fact that it’s a typeless language, which is a great time saver for a skilled programmer.  I say ’skilled programmer’ because for novice programmers it can sometimes be difficult to debug ‘type’ issues.  I also highly recommend getting the Torsion IDE and this book.  I remember trying a demo version of Torsion when it first came out and I was very disappointed, but I re-downloaded their latest version recently and its pretty sweet!  The code completion and the debugger alone decrease dev time significantly.  Not as nice as eclipse for java development when I’m at work, but still much better than hacking away in a text editor (I know, you Linux guys are screaming “vi rules” right now, but seriously… get with the times).
  • Networking Support – Although the only networking included in TGB is event based (as opposed to real-time, ghosting systems), I’m enjoying working with the RPC style interface in my new project.  It’s simplicity prevents you from getting bogged down in networking protocols and sockets and all that.
  • The Community – The Garage Games community is huge and often very helpful.  You can find a lot of community-developed resources to add to your engine (assuming you have the full version), prebuilt behaviors, and the forums can usually answer your questions pretty quickly.
  • Cross-platform Support – I can’t really speak to this because I’ve never actually ported anything to Mac or Linux, but folks like Rake in the Grass Games (who have released multiple TGB games) say that it takes them about 1-4 hours to port to Mac, which seems pretty impressive.  GG also touts being able to ‘quickly’ port to the iPhone, XBox360, and Wii, but I definitely don’t have any experience with that.
  • Source Code – If you buy the full version, you are able to make engine modifications and also browse the source code to learn how things work.  There are tons of resources out there that tell you how to modify the engine source to add certain functionality.  Some are trivial and others require major source mods.
  • GUI Editor – It has one… see below.

Things That Need Improvement:

  • Documentation – Although the documentation has improved in the past year or so, it still leaves something to be desired.  I code in Java for a living and I’m used to the level of documentation provided by Sun’s Java Docs… I guess I’m spoiled :|   I often go looking for a Torque method in the docs and either I can find the method signature with no explanation for each parameter, or sometimes the documentation for an object is missing completely.  It slows down development time when I need to fiddle with an object method to get it to work.  In these scenarios I find the quickest way to figure out how to use the object/method is to open up the C++ source code and find out exactly how it works (one big advantage of the full version of TGB).
  • Occasional Bugs – Once in a while you will come across something that doesn’t work.  Did you make a mistake?  No problem, just go check the docs and see if your script call is right… oh wait… this is one of the many calls that isn’t documented :mad:   So you play around with your script for a while and you still can’t get it working… off to the forums to search for a user with the same issue.  If you’re lucky, someone has already posted on the topic and there’s a easy solution.  If not you post a question and hope someone answers it… and once in a while, after hours days of repeating this vicious cycle it turns out that there is a bug in the engine.  You have two options here.  Either you 1) open the source code and fix the bug (I personally don’t recommend this because if you like to keep up to date with the latest engine versions like I do, then you’ll have to do a bunch of code merging for every bug you fixed that GG hasn’t yet), or 2) you can work around the issue by potentially using another object type or coding a bunch of hacky type script that ‘hides’ the issue… either way its not fun and you just lost a ton of dev time.
  • GUI Editor – It has a lot of ‘widgets’ and it’s usable, but it’s not nearly as nice as the Level Builder.  You can drag and drop GUI controls from the ‘palette’ to the canvas and then modify it’s settings in the property editor… seems fairly simple.  Lets say you want to change the font/color of a label, you would just modify the ‘font’ property right?  Nope.  TGB uses what they call ‘profiles’ instead and you can only create these profiles from script :mad:   Another problem is that the most common controls have minimal documentation and the rest have none!  Lastly, its kinda buggy.  Its fairly common to crash the entire application when you do something it doesn’t like.  Things like this are the reason us paranoid coders wear out the Ctrl+S keys on our keyboards.

Overall, I’ve been very happy with Torque Game Builder.  The pros definitely outweigh the cons and the full version price is worth every penny.  Garage Games has posted saying that they are making a ton of improvements and re-releasing the engine as T2D sometime in the not-too-distant future.  They are also actively trying to improve their documentation from what I can tell.  GG has been very good about releasing major and minor updates to TGB… I just hope that its fairly easy to convert a TGB project to T2D… *fingers crossed*