Torque3D is now on GitHub, MIT licensed
github.com
github.com
The blog post http://www.garagegames.com/community/blogs/view/21876 notes that they are open sourcing only Torque3D for now, to see how it works out. Their other engine Torque2D is still closed-source.
The Future of Torque 2D is Open Source - http://www.garagegames.com/community/blogs/view/22065
It's not fun.
On fixed pipeline the thing is ugly. On shaders it is horribly slow.
Then it is buggy, the physics are horribly broken, and some default stuff are way beyond broken.
Back then, torque was kinda expensive, they used source access as selling point, but there was a internal joke in the community that the source was available because without it was impossible to do anything. You just plainly needed the source to do even things seen in official samples.
Also when I used it the documentation was so bad that you did better by not reading it and going by trial and error.
For pure graphics I used to recommend Horde3D
That said, Ogre has always been clear about it only being a 3D engine and not a game engine (which add network, sound, input, etc. capabilities).
Not sure how it continued to evolve later, or if they ever got rid of that scripting language... but it was on a good trajectory 5 years ago.
Glad to see it go open source, in any case. Lots of good memories with this engine and the smart, indie game community around it.
Also you can just go and fork it, like Hirato did (and created Sandbox) or the guys from Bloodfrontier.
In both cases they created the fork without eihrul wanting it, and after a while eihrul recognized their work and started helping them too.
How much harder is Torque3D to develop for (or is it easier?)
It used to be that Torque had higher-end features, better performance and source access.. while Unity lacked many graphics and other high end features (they still don't have a great networking solution AFAIK), no source access but was way, way easier to pick up and use out of the box.
Now, with all the investment Unity has put in, I think it has most or all the capabilities you could want... and lots of other great stuff like first class cross platform support, including mobile. And it performs pretty well, at least as well as Torque by now, I imagine. Still no great networking, and still not even available source unless you pay huge (six figure+) fees.
Hard to argue that Torque should be the choice, at this point. Unless you want source access or a free solution. Unity has evolved into a pretty robust engine over the last 7 years, and its out of box experience and ease of use have always been pretty amazing (and fun!).