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Torque Game Engine Advanced Open Beta

Torque Game Engine Advanced Open Beta
Name:Matt Fairfax
Date Posted:Mar 19, 2008
Rating:5.0 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Matt Fairfax

Blog post
Did you say Open Beta?

I am happy to announce the release of the TGEA 1.7 Open Beta!

We, here at GarageGames, have decided to go out on a limb and allow all owners of the Torque Game Engine Advanced to get their hands on the TGEA 1.7 beta as we continue nail down the remaining issues.



Still early screenshots from our Oasis demo


Why is this a Beta?

At this point we consider TGEA 1.7 feature complete and of a quality and readiness that we trust TGEA owners to take a look and test things out with the understanding that it's...well...a beta :) There are still some known bugs. We'd *love* to get everyone's help identifying and squashing these and as many other bugs as we can. Early access to this, one of our biggest releases ever, will allow us to keep an open dialogue about the direction of our products and their features.

Michael Perry has done a ton of work on the Getting Started, Mission Editor, GUI Editor, Using Art Asset documents but we still have a ways to go on some other areas of the documentation. We will continue to work actively on this while TGEA is in beta and look forward to getting feedback as we add the final touches to make this a full release.

What will you get (for FREE!)

I covered a lot of things in my previous blog, so I will only hit the highlights:


  • 1) Major code cleanup and refactor - The GG Game Studios team put nearly a year of work on the underlying engine code and their effort shows in the number of bugs fixed and how much simpler it is to work with the code.

  • 2) MegaTerrains - As you may have seen in Josh Engebretson's recent blog, the legacy terrain system in Torque has been extended to allow for *much* larger and much more detailed terrains. These new MegaTerrains include all the amazing real-time terrain editing features of the original Terrain system. It should make getting the terrain you want for your game in place easier than ever.



    Creating a MegaTerrain Video


  • 3) Polysoup Collision - We've taken Ben Garney's OPCODE Polysoup Collision implementation and extended it to better integrate with the environment and lighting. The improvements are looking sharp! Quickly drop in your mesh objects and levels and get up and running with them in no time.



    Using Polysoup Video


  • 4) SFX Sound Layer - The new sound layer is getting a thorough testing over in the games on InstantAction and has already proven to be enormously easier to work with. Tom Spilman will continue to roll in cool new features and improvements over the course of the beta.

  • 5) Getting Started - A primary focus of this new release is making sure that new users can get up and running on TGEA as quickly as possible. We are doing this by making sure that TGEA owners have top notch docs available to help them hit the ground running. We are also providing a great selection of game examples to show tried and tested implementations of the most common problems you will encounter when building your game.




Why TGEA 1.7?

Version numbers are a funny thing...What metric do you use to determine how big of a jump in version number you should make? The number of features? The amount of time spent on it? The amount of money?

By all these metrics, this release warrants a very big jump. The changes, though not all of them sexy, are together an enormous improvement over TGEA 1.0.3. Users digging into the code or really banging on the stability and performance of this new release will notice right away that, though this is a TGEA release, it's much different than any Torque engine ever released before. Some of you have heard us refer to "Juggernaut" as our internal repository of the latest and greatest tech. Well, in many ways that's true, but there's a lot work that has to go into a release like this one before it's really usable by Torque developers outside GG offices. That's the work I've been doing for the past few months. We're releasing this under the TGEA banner because it is the most advanced stuff we've got. It's been mentioned before, but Legions, ScrewJumper, Marble Blast Online, Buccaneer, and many other titles forthcoming have all been built on exactly this tech, so it's very battle-tested.

Some of you might be looking at our version number history in the past and saying "hmmm..." Well, if you look back over the development of TGE, it is fairly easy to see the snail's pace of version numbering next to a mountain of features and bug fixes between each version of the engine. Looking back over the last 7 years of TGE development, it is pretty obvious that we have easily more than doubled the functionality and usability of the engine (just ask some of the old timers ;). Taking the longview and looking at other new engines that have run through 3 full version numbers in one or two years before fading away, it makes us sometimes wonder why this release shouldn't be called Torque 2 or even Torque 3!

There are certainly people at GG who'd rather keep a release like this low key...maybe roll out with a small announcement as we have in the past of TGEA 1.1 etc. As a developer, I sometimes fight my own cautious nature in talking enthusiastically about my own work. I think most devs are the same. But TGEA deserves more of a splash than that. Or at least that's what the marketing dudes keep telling me. =P Ultimately, how did we settle the version number debates at GarageGames? With lively discussions and guerilla nerf battles!





Let's get cracking!

Grab your vey own license to TGEA, hop over to your account page to download the Beta from your TGEA download page, and start sending us feedback and bugs!

With your help, we can make this the best release of Torque yet!

Recent Blog Posts
List:06/20/08 - Barricade Demo
06/13/08 - Follow Through - TGEA 1.7.1 Released
04/05/08 - TGEA 1.7 is Officially Released!
03/29/08 - Torque Game Engine Advanced Open Beta 2
03/19/08 - Torque Game Engine Advanced Open Beta
01/18/08 - Big Update to TGEA on the way!
09/15/07 - A Week in Oregon
04/10/07 - Great Strides

Submit ResourceSubmit your own resources!

Dave Young   (Mar 19, 2008 at 01:23 GMT)
Woot! /me runs to his account page to download it.

Chris \"C2\" Byars   (Mar 19, 2008 at 01:25 GMT)
*runs to d/l page*

JungHyuck Yang   (Mar 19, 2008 at 01:42 GMT)
Excellent!

jydog   (Mar 19, 2008 at 01:57 GMT)
Appreciate that.

metalliandy   (Mar 19, 2008 at 02:16 GMT)
Sweet!

J.C. Smith   (Mar 19, 2008 at 02:16 GMT)
Hell has frozen over. This is great. =)

Ramen-sama   (Mar 19, 2008 at 02:17 GMT)
alrighty, downloaded and ready to test!

Sean T. Boyette   (Mar 19, 2008 at 02:18 GMT)
thanks guys

Tom Spilman   (Mar 19, 2008 at 02:46 GMT)
Yay! SFX sees the light of day!

T Squared (Thanhda Tie)   (Mar 19, 2008 at 02:46 GMT)
great. downloading now cant wait to test out this terrain.

Skanda   (Mar 19, 2008 at 02:54 GMT)   Resource Rating: 5
Excellent!
Thanks very much to GarageGames Team!

David J Weaver   (Mar 19, 2008 at 03:09 GMT)
W00T! yay! Yippie! Hippy(j/k)! Sweet, *running to d/l now too* :)

Tom Eastman (Eastbeast314)   (Mar 19, 2008 at 03:29 GMT)
Awesome!

Matt Kronyak   (Mar 19, 2008 at 04:34 GMT)
Very nice.

J.C. Smith   (Mar 19, 2008 at 04:37 GMT)
Big performance increase on the terrain_water_demo for me, frame rate jumped from 270 on the old TGEA to 560 now.

Ken Wiseman   (Mar 19, 2008 at 04:48 GMT)
best news I've gotten in a while...thanks....

Dmitriy Kazimirov   (Mar 19, 2008 at 05:55 GMT)
Just come to see that's happen to GG after my last visit(this was a while ago). And voila!, new TGEA Beta.
Is final version will be free to owners of TGEA?Or there will be price to update?

8.6 of 159.9 MB at 58.6 Kb/s, 43:01 remain

Andrea   (Mar 19, 2008 at 06:18 GMT)
Great News !!!

;-)

Matt Fairfax   (Mar 19, 2008 at 07:35 GMT)   Resource Rating: 5
It will be free to TGEA owners =)

Thomas Oliver   (Mar 19, 2008 at 07:58 GMT)
Amazing update guys. We are seeing a big fps increase across the board with our game. All the new features, the new layout of the world editor, all of it is very easy to use and a great improvement. Thank you to everyone thats worked on the update. Great job guys & girls.

Daz   (Mar 19, 2008 at 08:20 GMT)
I would like to thank you guys for making this one an open beta. I really hope the trend continues. Thanks again guys, you have made my day.

Eikon Games   (Mar 19, 2008 at 08:20 GMT)
Wow - that has made a very sleepy developer very happy! Downloading now - huge thanks guys!

Benjamin L. Grauer   (Mar 19, 2008 at 09:18 GMT)
So, there's no lightmaps on polysoup? Hopefully, knowing that, you will keep a nice support for DIF.

Jeramy79   (Mar 19, 2008 at 09:19 GMT)
I'm confused about 1 thing here. He said Free to TGEA owners. Do upgrades not come with the original purchase? I just bought TGEA about a week ago, and if I'm not entitled to upgrades I want my money back.

Dmitriy Kazimirov   (Mar 19, 2008 at 11:17 GMT)
Don't saw Free at first. Looks good. May be I finally buy AFX, looks like they now have version for TGEA
and TGE AFX RC was awesome.
Having all documentation in one place,and available to _offline_ use is big plus too (it is not always possible to keep connection to TDN all of time).
As for MegaTerrains, huge means that now we have several 512x512 heightmap instead of one 256x256?
Or it is possible to have something like mini-Atlas?(btw,which tool you think best to create Atlas terrains?L3DT Pro?Something other?)

After reading blog at http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14177
I saw
3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
Looks like current beta 1 doesn't support it.

Attempt to run samples from on machine with S3 Unichrome Pro IGP results in popup about PS 1.1/DX9 required.
Video drivers on this machine are working at least to some degree (SecondLife viewer starts)
I'm missing something?

Rene Damm   (Mar 19, 2008 at 11:29 GMT)   Resource Rating: 5
Hey, great work!

One little issue I came across: initially, none but the "T3D Demo Advanced" example managed to fully start up. They all suddenly quit with no message during initial loading. Last three lines from console.log (stronghold example):

Engine initialized...
Win32Window::WindowProc - resetting device due to window size change.
GFXPCD3D9Device::reset - depthstencil 3620620 has 2 ref's

After running the "T3D Demo Advanced" example, which started up with no problems, the others then ran just fine. Suppose it's some config issue. Will see whether I can dig up a little more.
Edited on Mar 19, 2008 11:44 GMT

deadm4n   (Mar 19, 2008 at 12:14 GMT)
i should have logged on last night. oh well.... at least i get to dream about this at work. congrats and thanks!

Holger   (Mar 19, 2008 at 12:28 GMT)
Thank you!

Michael Perry   (Mar 19, 2008 at 12:46 GMT)
Again, awesome work everyone! Excellent .plan Matt. I need to post the Nerf Army pics taken at our office some time in a blog. Btw, the Longshot (once modified) is the most awesome Nerf gun available.

@William Singleton - Not sure where the confusion comes from =)

Free update for TGEA Owners
You own TGEA
Hence, you get the update

There are occasional charges for upgrades, but I've only ever seen one regarding a version change: Upgrading from TGE 1.4 to 1.5. New license purchases went from $100 to $150. Existing owners simply paid the $50 upgrade fee, unless they had a couple other purchases such as the Synapse Lighting Pack. That was the first time I've heard of a version upgrade cost for Torque, but not the first time in the game engine industry.

So, if you own TGEA you get the goodies =)

I look forward to getting feedback from everyone about documentation. Still lots of work to do, so all input is welcome =)
Edited on Mar 19, 2008 12:47 GMT

Bill Vee   (Mar 19, 2008 at 13:05 GMT)
Question on OPCODE Polysoup Collision.
Is the DIF interior still the preferred option for buildings or the DTS with Polysoup?
Comparisons ?
Pros?
Cons?

David Montgomery-Blake   (Mar 19, 2008 at 13:23 GMT)   Resource Rating: 5
Congratulations!

Now get back to work. *whip-crack*

J.C. Smith   (Mar 19, 2008 at 13:30 GMT)
@Bill Vee: IMO your still going to get better results from DIF than with DTS. But now it makes DTS a lot more viable. Shadows and collision are more expensive on them, but they are a lot easier to create.

Affectworks   (Mar 19, 2008 at 14:13 GMT)
Fantastic news and congrats to the TGEA team for this beta release!

Fredrik S

Matt Huston   (Mar 19, 2008 at 14:19 GMT)   Resource Rating: 5
Had a similar problem to Rene where none of the demos would load. I will have a look later when I am done with work and post my information as a bug if I can't find a solution.

James Laker (BurNinG)   (Mar 19, 2008 at 14:19 GMT)
You gave my birthday present 3 days early! Awwwesome!

You guys rock... Thanx a lot for this!

Ryan Mounts   (Mar 19, 2008 at 14:52 GMT)
Downloading now. I just got that "lump in my throat", "feel like I'm gonna burst" sensation that you get after getting out of an engineering final that you thought was going to be super hard, but you feel like you did really well, and now you're leaving the building with this joy and relief welling up inside that makes you want to scream and dance in the middle of campus, but you can't 'cause you might scare the other students. Yeah, that's kinda what it's like. :) I'm at work, so no screaming or dancing allowed.

Deborah Marshall   (Mar 19, 2008 at 15:28 GMT)
@William: Sometimes we charge extra for upgrades (such as TGE 1.5), but this one is absolutely free. If you bought TGEA last week, you don't have to pay a dime more for TGEA 1.7.
Edited on Mar 19, 2008 15:29 GMT

Edward   (Mar 19, 2008 at 15:34 GMT)
Awesome, im excited to use this as a new upcoming code base. If this is TGEa, what can we expect from upcoming T2 and Juggernaught, I love what these fixes have done.

Syllus   (Mar 19, 2008 at 15:56 GMT)
Cannot wait to get home tonight and try this out! First off... due praise Congrats to the team and a great big THANK YOU from us all! This promises to be one of hte biggest upgrades yet and it addresses some of our biggest issues with the engine! Again I cannot wait to get home and try it out!

And secondly... I have to say, even though I am at work right now I have gone through the new documentation and it is amazing how much difference a well organized set of docs can make. It looks great guys! Thank you and Congrats again!
Edited on Mar 19, 2008 15:57 GMT

M (silentMike) Hall   (Mar 19, 2008 at 16:06 GMT)
Any chance of TGE owners getting to see this "extended" legacy terrain system?

Matt Huston   (Mar 19, 2008 at 16:40 GMT)   Resource Rating: 5
@Michael

Although its legacy terrain, its actually somewhat rewritten (it has always been in TGEA) and doesn't have a dependency on assembly code anymore as the TGE version does.

Matt Kronyak   (Mar 19, 2008 at 16:46 GMT)
I only had a limited time to preview this beta release last night but I have to say its very impressive. The engine directory structure looks significantly simplified. FSAA, mega terrains (which are EXTREMELY configurable, great job there), improved in-engine editors, dynamic light and shadows on poly soup DTS objects (which, at least in the T3D demo level, look and perform great). Material system enhancements look interesting. I noticed that the new SFX layer wasn't in (and saw in the locked "bug" thread that its not merged in yet), but the documentation on it provided some insight into it. Very interested in getting a chance to check that out.

Speaking of documentation, Michael Perry and whoever else (did anyone else work on it?) got the included documentation together did a great job. I've gotten fairly comfortable with TGEA 1.0.3 but the new docs should help transition to 1.7 much more seamlessly when the time for that comes.

Great work!

Kerry Lyon   (Mar 19, 2008 at 16:52 GMT)
This is great! I especially love the character selection and 'guiObjectView' in the T3D demo. The player shadows on the polysoup interiors make a nice improvement.
I'm having trouble opening the source max files for the new characters. I'm using 3ds Max 8 and I get this error: "Unknown class, no stand-in: SuperID =0xB60, ClassID = (0x4A0C66E,0x1513165)"
It seems to be caused by missing 'dll's'.
Anyone know what version of max Tim Aste used (or if this would affect opening files)?
It would be great to check out his work as reference.

Michael Perry   (Mar 19, 2008 at 17:00 GMT)
@Matt and Others - Thanks for the compliments on the documentation. The list of people who have contributed to the overall documentation could go on, and on. Information has been put together by employees, myself, TDN, forums, and resources.

For this particular release, the overall format and doc file was put together by tech created by Matt Langley. Matt Fairfax was the one who brought me onto the project to write the docs, and provided the guidance on what critical sections should be tackled (and in what order). New documentation and content was written by Stephen Zepp, myself, and others who specialize in certain areas.

As I said in a thread I made about a year ago, documentation is TOUGH work. Documenting a robust and complex engine like TGEA would drive a single person insane, if they ever finished. I'm happy to have joined on for this portion of this project, and look forward to writing more =)
Edited on Mar 19, 2008 17:00 GMT

Jeramy79   (Mar 19, 2008 at 17:07 GMT)
@Deborah

Is there a standard for when you'll charge for an upgrade? Is it listed anywhere when we purchase TGEA? Is there a certain timeframe that you'll exempt from the charges, lets say if you come out with an update in less than a year from the original purchase?

I know you aren't charging for this upgrade, but who's to say you don't come out with TGEA 2.0 or Torque 2 in a few months. I'll be pretty pissed if I have to pay for an upgrade after I already spent almost $300.

Jeff Faust   (Mar 19, 2008 at 17:11 GMT)
For anyone interested in knowing how the AFX port to TGEA 1.7 is going, I've posted this thread in the AFX public forums:
www.garagegames.com/mg/forums/result.thread.php?qt=73252

Matt Huston   (Mar 19, 2008 at 17:16 GMT)   Resource Rating: 5
After restarting my PC, the problem I had went away :)

Comparison between TGEA 1.0.3 and TGEA 1.7...

FPS in Water Demo went from 300 FPS to 500 FPS. Wow!
Edited on Mar 19, 2008 18:16 GMT

Stephen Zepp   (Mar 19, 2008 at 17:18 GMT)
Quote:


I noticed that the new SFX layer wasn't in (and saw in the locked "bug" thread that its not merged in yet)



Not actually true--the SFX layer is in--it's an abstraction layer. The FMOD plugin to the SFX layer is what is mentioned as not being completed (as in, not being delivered), but you can easily create your own FMOD device for SFX (if you have the programming knowledge), or any other sound library.

Scott Burns   (Mar 19, 2008 at 17:56 GMT)
That new SFX layer is the new hotness! With that NullProvider template it's going to be a snap to plug in FMOD.

Ademys   (Mar 19, 2008 at 18:32 GMT)   Resource Rating: 5
I have to say its very impressive:

Comparison TGE- 1.3 with "xp" ~150 fps and "Vista" ~060 fps. "opengl" with mOcclusion system
Comparison TGE- 1.5 with "xp" ~050 fps and "Vista" ---Out---- "opengl" without mOcclusion system
Comparison TGEA 1.3 with "xp" ~200 fps and "Vista" ~100 fps. "DirectX" with mOcclusion system
Comparison TGEA 1.7 with "xp" ~450 fps and "Vista" ~350 fps. "DirectX" without mOcclusion system

Sony: Intel Pentium 4, ~2.80 Ghz for "Vista"
DirectX version - 10.0
o Vendor : 'NVIDIA'
o Card : 'GeForce 7300 SE/7200 GS'
o Version: '62.22'

Sony: Intel Pentium 4, ~2.40 Ghz for "xp"
DirectX 9 version - 9.0.0 c
DirectX 8 version - 9.0$
o Vendor : 'NVIDIA'
o Card : 'GeForce 7600 GS'
o Version: '69.21'

Great work!
Thanx a lot for this!
Edited on Mar 19, 2008 20:29 GMT

Christian S   (Mar 19, 2008 at 19:02 GMT)
Matt, Michael, Stephen, Jeff and the rest of you guys!

You simply make this place worth lingering in, totally great and awesome work (brushes off nose).

Im so pleased that I found, and choosed to use your engine -keep it up folks!
Edited on Mar 19, 2008 19:03 GMT

Deborah Marshall   (Mar 19, 2008 at 19:05 GMT)
@ William: There is no set "standard." Like all software companies, when we feel we have made a major improvement to our software, we will charge for it. Charging $50 for TGE 1.5, after making 4-years worth of substantial improvements to the original engine, was justified, IMO. Because our other projects are still in early development stages, we're not sure yet of the pricing. Of course, we plan to have pricing structures in place where if someone buys the old version of the software a week before the new one goes live, we'll make sure they don't get dinged twice just for being a week early. However, when we put a lot of time and effort into a release, we do expect to be able to cover our expenses.

Eric Forhan   (Mar 19, 2008 at 19:09 GMT)
What's the recommended map2DIF to be used w/this release?

Thak   (Mar 19, 2008 at 19:37 GMT)   Resource Rating: 5
Schweet!

Stephan (viKKing) Bondier   (Mar 19, 2008 at 20:49 GMT)
Cough, cough, Open GL?

Nah, just kidding you. ;)

Gareth Fouche   (Mar 19, 2008 at 21:08 GMT)
Why do you guys hate me? Posting this up just before Easter weekend, when I am on the verge of going away.

The entire time attending family gatherings I am going to be thinking "Polysoup...megaterrains...polysoup...megaterrains...polysoup..."

Can't wait to try it, the videos look awesome, congrats and thanks to everyone involved! :D

T Squared (Thanhda Tie)   (Mar 19, 2008 at 21:12 GMT)
WOW. i love this new terrain system. the texelsPerMeter setting at 16 or 32 looks amazing. esp for the FPS STARTER demo. looks WAAAAY better.
Edited on Mar 19, 2008 21:54 GMT

Thomas Oliver   (Mar 19, 2008 at 23:42 GMT)
Something that looks really good is if you drop the square size down to 4. Makes the peaks looking amazing and kinda surreal like.

Tobias Niva   (Mar 20, 2008 at 00:01 GMT)
@ Bill Vee:

I think you still have to rely on *.dif in some cases...since *.dts does not lightmap, or have another UV channel to use a lightmap rendered in an exterior software.

Another issue I guess is the culling that *.dif support. I think it

John E. Nelson   (Mar 20, 2008 at 01:17 GMT)
Wow I am getting a great FPS rate with the beta and one of our large game levels.
Fantastic job!

T Squared (Thanhda Tie)   (Mar 20, 2008 at 02:33 GMT)
Oh, BLOOM doesnt seem to work. its not even in the light editor anymore. and in the sun, do i choose 1 for usebloom?

Thomas Oliver   (Mar 20, 2008 at 03:30 GMT)
Some of the graphics features they had to disable to get the FSAA to work, atleast tell they can get it properly fixed. I am not for sure if bloom was one of them or not though.

T Squared (Thanhda Tie)   (Mar 20, 2008 at 04:02 GMT)
id rather bloom then FSAA

James Laker (BurNinG)   (Mar 20, 2008 at 08:26 GMT)
Quote:


id rather bloom then FSAA



Then I guess you need to wait for the Final :P I'm sure there are people who would rather choose FSAA over bloom too.

I love the improvement in FPS on Vista!

Greg Ellwood   (Mar 20, 2008 at 09:33 GMT)   Resource Rating: 5
Very, very nice. Congrats on the release GG!

Had a brief look at it last night and am seeing huge performance increases.

Very excited about the Mega Terrain stuff :)

Hoping to have a better play with it over the weekend and get some feedback posted.

Bobby Leighton   (Mar 20, 2008 at 12:53 GMT)
Aren't there some things that don't work together? Like in Oblivion you can use FSAA and HDR lighting but not at the same time, i always wondered if this was a DirectX limit?

Randy Mlinarcik   (Mar 20, 2008 at 14:26 GMT)
Wow, thanks guys! I've been waiting for the Advanced Engine to get this complete.

David Jauregui   (Mar 20, 2008 at 14:38 GMT)
All I can say is "WOW!" Super impressive stuff. Does anyone know if this update has fixes/updates or *crosses fingers* a solution for large world coordinates? With the introduction of mega terrains I would expect that to have been addressed, but who knows.. so one must ask!

T Squared (Thanhda Tie)   (Mar 20, 2008 at 15:32 GMT)
Yeah, ive noticed in a lot of games, they dont have support for both HDR and FSAA. but i know crysis does.

Devon Winter   (Mar 20, 2008 at 16:20 GMT)
Actually the fixed function callback for non shader cards has me *very* excited. Scalability in PC applications is more important today than ever before, imho. This alone would be a reason to upgrade to juggernaut. Looks like it's time to upgrade to TGEA Juggernaut!

Devon Winter   (Mar 20, 2008 at 16:28 GMT)
Comments on pipeline issues? As in are there any?

Currently I model and animate in truespace, and export using the DTS exporter 2.0. It's finicky, but works up to and through TGE 1.5.2. Not looking for detailed elaborations, but have the underlying structures in TGEA 1.7 changed enough that we can expect it to be some time before the pipeline tools catch up to the new engine, or are most exporters working as expected?

Lathieeshe Thillainathan   (Mar 20, 2008 at 18:05 GMT)
I just recently bought TGEA and was having a bid of an headache going through all the tutorials in TGEA. Then trying to convert some of the sample demos from TGE to TGEA. This new update is extremely helpful. Just wanted to say Thank You!

The documentation is great a help to new comers like me! :-)

Erik Madison   (Mar 20, 2008 at 20:53 GMT)
One bummer I'm seeing. During the beta 1.3-7, I was using DXT5 dds with no troubles at all. Now, I'm crashing due to the same textures. I'm going to roll back the 'fixes' to dds that were added first and try that. Maybe even read the docs if I get time :)

Stephan Goebels   (Mar 20, 2008 at 21:36 GMT)
@ Erik Madison:
You can find the whitepaper "Real-Time Normal Map DXT Compression" on the developer zone of NVIDIA.

Real-Time Normal Map DXT Compression
Quote:


The full implementation of the real-time _Y_X DXT5 compressor can be found in appendix A. MMX and SSE2 implementations of this real-time compressor can be found in appendix B and C respectively.
The full Cg 2.0 implementations of the real-time _Y_X DXT5 (DXT5nm) normal map compressor, and the real-time 3Dc (BC5 or LATC) normal map compressor, can be found in appendix D.


Edited on Mar 20, 2008 21:53 GMT

Erik Madison   (Mar 21, 2008 at 00:54 GMT)
Good reading, but that's not the situation here. DDS _was_ working fine, using the direct-to-DX hack. This latest version attempted to bring true dds support to tgea (as in no more irrelevant warnings, properly registered with the resource manager, etc). This 'fix' is when it broke.

Thomas Oliver   (Mar 21, 2008 at 02:07 GMT)
Not everything is working 100% since it is indeed a beta release. Might be worth making a bug report on this in the bug forums so that they can take a look at it and get it correctly fixed.

Gerard Prudhomme   (Mar 21, 2008 at 14:23 GMT)
I am super excited about the opportunity to work with this open beta. I was dreading having to wait and wait in order to be able to get access to the new TGEA upgrade and see what direction GG was taking this engine in. Let me say you have one very satisfied customer here, and I think the open beta is a very good precedent to set in terms of GG development life cycle.

Vashner   (Mar 22, 2008 at 18:19 GMT)   Resource Rating: 5
Wow it looks great. Rock & roll as usual.

Trenton Shaffer   (Mar 23, 2008 at 19:28 GMT)
Now THIS is what I'm talking about! The ability to edit terrains was what really got my attention. I have an old beta of TGEA that had the ability to edit terrains, and when that feature went away I scrapped TGEA as the foundation for my project and shifted my focus to upgrading TGE to meet my needs. Losing that single feature outweighed all the other additions to the engine in my opinion. The third party tools to create terrains were acceptable, but it just wasn't the same. Now that terrain editing is back, coupled with the additional enhancements/features, you would have to be seriously confused not to use this engine for your next project. I can't wait to see the finalized polished-up version. Kudos to the TGEA dev team, this is absolutely amazing!

Eric Forhan   (Mar 23, 2008 at 19:30 GMT)
TGEA has long (if not always?) had the same editable Legacy terrain as TGE. It only introduced the ability to have ATLAS terrains.
Edited on Mar 23, 2008 19:31 GMT

Trenton Shaffer   (Mar 26, 2008 at 02:25 GMT)
@Eric
Good call. Back when I first started evaluating TGEA I already had added almost all features to my version of TGE found in TGEA, so the ability to edit legacy terrain was not a selling point.

In the latest beta of TGEA, you can edit the same old Legacy Terrains, but with the addition of MegaTerrains I can make my worlds as big as I want and edit the terrain in-house.

I have my own implementation of MegaTerrains in TGE that works differently, more like a cross between Oblivion terrain and Guild Wars terrain loading. It works, but I can't edit all the terrains at once, only 1 at a time and then I have to manually create a mission file to encompass the full terrain ... in other words It's a sloppy hack and a pain to use.

This beta release of TGEA is what I've been needing for a long time wrapped up in one little neat package. Best of all, no additional 3rd party libraries are needed to get additional features that used to be lacking, nor is there a need for me to code additional features of my own, this version is pretty much feature complete for my next project. Obviously if I wanted to build on the foundation with 3rd party libraries I could, but I truly feel at this point there is no need. I can TorqueScript whatever I need to do.

This is definitly a milestone for GG as a whole, and gives some great insight on what to expect in the future. It really makes you wonder about "Torque 2", but that is a conversation for a different thread.

@Deborah Marshall
Amen. Do you want my Credit Card now or later ;) I consider GG my own personal development group that I get to pay about $500 year (give or take, counting content packs) to keep me up-to-date with the latest game engine and tools. Come to think of it, GG has been coding for me for 4 years now. Thanks for the low development costs!!!
Edited on Mar 26, 2008 02:37 GMT

Dan Keller   (Mar 29, 2008 at 00:34 GMT)   Resource Rating: 5
So is atlas obsolete now?

Matt Fairfax   (Mar 29, 2008 at 00:41 GMT)   Resource Rating: 5
Hardly!

www.garagegames.com/mg/forums/result.thread.php?qt=73515

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