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I don't know about "ironically". Users were asking for it for years. The decision to go open source was pretty straightforward. The company...
Yup. I got to experience this directly...twice...while working at two iterations of GarageGames on the Torque team(s). Those who fail to learn...
This all seems so familiar...but I just can't place my finger on it...WAIT! I REMEMBER! [MEDIA] [IMG]
Oof...that's hard to read. I'm getting some seriously scary flashbacks: Why WAS Torque3D documentation so poor? The comments in that forum thread...
You won't find me disagreeing with any of this. I'm betting anyone on the doc, community, and some of the engineering teams will also agree. I...
Fair point. I haven't. Only so much time in the day to read docs for fun before people start judging how I spend my free time. Totally agreed on...
If some of the engineers I know still work there, I can guarantee their are programmers who care VERY MUCH about the docs. The fact that they have...
There's the answer.
I've done this. It ultimately went down hill for 3 reasons: 1. If the result is officially part of the Unity product, you still need dedicated...
Unity was the main competition, so it made sense to use the competition's product to attempt to make our's better. Torque, Unreal Pros: C#,...
Just an aside, with no intention of derailing the flow of the conversation, I just want to echo this: There's just cause for disagreement and...
Dying and not having my family taken care of (which is why I'm currently in the process of getting life insurance)....and exactly like Murligod,...
Full Sail, Digipen, or other? The school I attended for game dev suggested Torque, Renderware, and Ogre. Unity wasn't even mentioned, probably...
We all assumed you would be hosting and providing =) Keep up the awesome work at the Unity. Been loving the new features. Feel bad I haven't...
Yup. Melv and I worked together on Torque 2D MIT. It was his last GG project before moving over to Unity. Loved working with that guy. Unity...
Neat! Yeah, I was contracting for a few months during the IA transition, then relocated to Eugene as a full timer when it was made official. We...
2008 - 2016
Ha, I didn't know you were at GG. I was on the Torque team. Game industry is a small world, huh?
Not surprised. Now that the engine is fully community maintained, no one is really advertising it.
Torque was around and was an inexpensive option compared to the rest. Unreal and Id Tech had engines you could license, but they had a very high...