I prefer blitz personaly. However,Blitz3D is a bit long in the tooth, and torque relies heavily on you using the engine in the way garage games intended. And that way isn't really suitable for many types of games.
Toruqe was built for FPS primarily, and even out of the box it's bare bones and simplistic. The built in vehicle support is poor and in many cases broken. You can't easily tailor the engine to suit your way of working.
The editors are barely adequate, and the supported formats, even in TSE are somewhat limited. TSE is unfinished and over priced. The the ball physics tech in marble blast isn't avaliable to torque users.
Limited AI. poor collisions, weak physics, archaic old fashioned tools, and mesh formats that havent kept up with the times.
Map2Dif is full of bugs, and restricts you even more than it should due to a lack or precision when converting from common map formats to Torques own.
Torques strongest point is networking, which blitz currently can't compete with. But networking can also be a crutch as its an integral part of how the engine works and gets in the way of developing efficient SP games, and part of the reason why physics, and collisions are poor.
There are a lot of bad things in torque, but without a full blown 3D engine for Bmax, Torque still has the edge for 3D. But it is old fashioned, archaic, and behind the times compared to a good modern game engine. Even TSE doesn't even offer proper multitexturing in the traditional sense and only supports a single UV making it limited for advanced graphics rendering.
The best thing about TSE is that you can port quickly to the 360. However the cost is prohibitive for most, as you will need to come up with somewhere in the region of $40,000 per title to produce an Xbox 360 title once TSE is out of early Adopters.
I would have liked to have recommended Aurora, but that ended up being the usual half baked unfinished engine keeps cropping up from ants corner.
SOW is looking very promising, and developing at a slower but more considered pace with more attention placed in the details, rather than cheap flashy short lived tricks.
MiniB3D looks to eventualy become a solid alternative to blitz3D in Bmax.
There's the TV3D module Gabriel is developing, that I havent looked at yet, but have heard good things from.
And Coldsteel should be better once it has a unified format that will allow you more easily create assets compatible with the irrlicht engine.
Toruqe was built for FPS primarily, and even out of the box it's bare bones and simplistic. The built in vehicle support is poor and in many cases broken. You can't easily tailor the engine to suit your way of working.
The editors are barely adequate, and the supported formats, even in TSE are somewhat limited. TSE is unfinished and over priced. The the ball physics tech in marble blast isn't avaliable to torque users.
Limited AI. poor collisions, weak physics, archaic old fashioned tools, and mesh formats that havent kept up with the times.
Map2Dif is full of bugs, and restricts you even more than it should due to a lack or precision when converting from common map formats to Torques own.
Torques strongest point is networking, which blitz currently can't compete with. But networking can also be a crutch as its an integral part of how the engine works and gets in the way of developing efficient SP games, and part of the reason why physics, and collisions are poor.
There are a lot of bad things in torque, but without a full blown 3D engine for Bmax, Torque still has the edge for 3D. But it is old fashioned, archaic, and behind the times compared to a good modern game engine. Even TSE doesn't even offer proper multitexturing in the traditional sense and only supports a single UV making it limited for advanced graphics rendering.
The best thing about TSE is that you can port quickly to the 360. However the cost is prohibitive for most, as you will need to come up with somewhere in the region of $40,000 per title to produce an Xbox 360 title once TSE is out of early Adopters.
I would have liked to have recommended Aurora, but that ended up being the usual half baked unfinished engine keeps cropping up from ants corner.
SOW is looking very promising, and developing at a slower but more considered pace with more attention placed in the details, rather than cheap flashy short lived tricks.
MiniB3D looks to eventualy become a solid alternative to blitz3D in Bmax.
There's the TV3D module Gabriel is developing, that I havent looked at yet, but have heard good things from.
And Coldsteel should be better once it has a unified format that will allow you more easily create assets compatible with the irrlicht engine.