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Soft Body Physics + Engines

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by RawHardstyle, Aug 6, 2013.

  1. RawHardstyle

    RawHardstyle
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    Aug 5, 2013
    Messages:
    8
    Hello everyone :)

    I just wanted to ask at first why you changed the projects Engine from CryEngine (VERY impressive collision and destruction physics in the tech videos) to the Torque3D Engine? (I guess easier programming and cheaper licensing,but why did you use it for the first tech demos :D)

    Just as all other parts from this great piece of software,will there be improvements from update to update (Alpha to Beta etc.) which also affect and improve the visual fidelity of crashes\soft body deformation etc. just like we've seen it in the very early footages from BeamNG with CryEngine or maybe even better :eek:. Don't get me wrong at all,no hating here, the work you all have done until now is very stunning and it's a huge fun to play, but I'm just wondering what will come to us in the near\later future? :rolleyes: The first videos you guys made were EXTREMELY stunning ;)

    Greetings
     
  2. Cwazywazy

    Cwazywazy
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    Dec 1, 2012
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    1,245
    I think it's because to license CryEngine would've costed thousands. (Again, I'm not sure)
     
  3. daniel_j

    daniel_j
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    Aug 3, 2013
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    334
    I've read it would have cost 1.2 million to licence it. (CryEngine3) The CryEngine is really for professional game development, would be cool though.
     
  4. RawHardstyle

    RawHardstyle
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    Messages:
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    Yes, so I wondered why the early tests and footages used the CryEngine 3 and later on it changed to Torque3D :O

    But I'm very excited to see how the game and it's physical possibilities will evolve over time, especially when the market finally is ready for "new" technologies when the NextGen consoles (FINALLY!!!) arrive (heavily modified x86-64 PC architecture and PC equivalent GPU chips). Maybe an indie support on NextGen consoles as another possible platform :rolleyes:






    *cough* PS4 :cool: *cough*
     
    #4 RawHardstyle, Aug 6, 2013
    Last edited: Aug 6, 2013
  5. Kamil_

    Kamil_
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    Mar 17, 2013
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    691
    Torque3D is also open source, meaning that the devs are free to change anything.
    Cryengine physics aren't really compatible with BeamNG physics, so it's not really a feature. As for Torque3D is offers PhysX as a possible physics system for rigid body, so that's still nice.
    And then, T3D is free and open source, barely has a license and CryEngine requires you to buy a license to sell the game.

    The initial switchover was around December(?), that's two months after Torque3D became free, I guess they used CryEngine until Torque3D appeared as an alternative.
     
  6. Masterjoc

    Masterjoc
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    Joined:
    Aug 4, 2013
    Messages:
    298
    i think the game had to be free, if the developers didnt want to pay any license. When i see the first video and now playing the alpha, i cant see anything, which is bad made. Its graphical and physicwise nearly the same and nice to play. Also mods are raising very fast, thats cool :)
     
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