To be honest, the Torque engine look awesome, but build every thing from scratch its pretty long... so ? Whats the Dev Team Plan ?
*please keep it clear and on topic*
TGEA site wrote: Networking
Using minimal bandwidth, Torque supports fast-paced, latency sensitive multiplayer racing games with vehicle collision and FPS games with fast projectiles and collisions up to 256 players per server. For less latency sensitive simulations like MMORPGs, virtual worlds, etc., Torque can support 1000+ players per server.
TGEA site wrote: Graphics
Torque's flexible, powerful rendering is as well suited to photorealistic simulation as to achieving a custom, original-looking style. All modern features are supported by the Torque renderer:
* Per-pixel dynamic lighting
* Normal & parallax occlusion mapping
* Various models of shading
* Volumetric fog and light
* Powerful particle systems: fire, smoke, explosions
* Extensible set of shaders (GLSL / HLSL)
* CustomMaterials system with support for parameter's hierarchy
* Post processing:
o Refraction
o Glow
o Blurring
o Color Correction
TGEA site wrote: Physics
Torque includes efficiently networked physics functionality, and is built with an abstracted C++ Physics API. Sample implementations are available as resources on this site and include:
* PhysX
* Bullet
* ODE
http://www.garagegames.com/products/torque-3D
That would be awesome !






