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Wyświetlanie postów z marzec, 2024

Torque3D and Torque2D

This time I will write about two engines from the same community. Both originated from Torque Game Engine which was used in game Tribes from 2001. Later it was open-sourced and became two engines, the main was released as Torque3D and the simpler version as Torque2d. The main advantage is that the developers maintain the project. Both have excellent communities and a clear road map. The license for both is MIT and you can support the developers on Patreon. Torque3D was created for FPS games like most game engines. With version 4.x it got the PBR rendering and has output for Vulcan SDK. On the other side, it has a good network system and overall due to its module build architecture, it is easy to implement other technologies in it. Torque2D is a slightly smaller and easier version due to no third dimension. It does not have a editor so it is needed to use your own software. The engine is small and efficient. Another thing is that it has not compiled binaries for Linux. Links Website:...

FNA

The framework is another reimplementation of the XNA framework. It took another approach from the Monogame. In basics, those two will be similar but in documentation, you will find a  comparison , there is information about differences between those two. The project is being maintained by one person, it has monthly updates, so you need to check what was changed. The pros are that one project is enough to make games on various platforms. Con could be a lack of support for Android.  As in the wiki the library is not recommended for newbies. It uses old shader language from DX9 as in the XNA, but it is remade, to be used on newer platforms with Vulkan. Links Website:  FNA Download:  Github  |  Information from the site Community:  Wiki  |  Discord