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A bite from the Apple: TGEA 1.8

by Matt Fairfax · 12/16/2008 (6:16 pm) · 36 comments

That's right. Many of you thought it couldn't be done. But the rumors are true: TGEA now includes full Mac support. WHOOHOO!



GarageGames used TGEA 1.8 tech to create both the Windows and Mac versions of Fallen Empire: Legions on InstantAction

A Peek Underneath the Hood of TGEA 1.8

Now everything you've come to know and love about TGEA is on a Mac, including:

Procedurally Generated Shaders: Procedural generation of shaders support normalmapping, detail maps, specular, cubemapping, glow, refraction, reflection, texture UV animation, and more.

Custom Materials: A powerful custom shader interface allows easy integration of custom shaders and effects. Also included are exclusive fallback hooks that allow full control over how a custom material looks on all hardware platforms.

GFX2 Power: We've revamped TGEA's rendering layer to make it faster than ever before on your Mac. And we still include full screen anti-aliasing and support for non-shadered video cards. You can deploy your games to a much wider audience and trust that it will ''just work.''

MegaTerrains: Our MegaTerrains system allows you to create enormous worlds, built upon our powerful Terrain editing system.

Polysoup Collision: Now Mac users can take advantage of OPCODE Polysoup Collision implementation. Quickly drop in your mesh objects and levels and get up and running with them in no time.

SFX Sound System: Our sound system provides proper abstraction and tools for using sound in games, including a robust FMOD implementation.

Mission Editor: TGEA's Mission Editor provides an entire suite of WYSIWG tools for designing and editing a game or simulated environment. The Mission Editor is fully integrated with the Torque runtime and provides full access to all Torque subsystems allowing for asset importation, object placement, property editing, and terrain manipulation.

Torque Build System: Our Project Generator makes it easy for you to coordinate with team members all over the world, by generating up-to-date project files.


farm3.static.flickr.com/2534/3944203658_ff82e602f6_o.png
Apparatus' metal textures work great in TGEA 1.8.

Knowing is Half the Battle


None of the above is useful without proper documentation so you can dive into the code. Fortunately, Mich has been leading the docs team and come up with a robust set of documentation to get you started on TGEA 1.8. Check out what's being updated in Doc Land:

GFX2 Docs
  • GFX Overview: Provides a high level description of TGEA's GFX Module
  • GFX Engine Tour: Walks you through the files and source code that make up GFX
  • Render Management: Explains how GFX manages the rendering in TGEA
  • Render Delegate: Details the new RenderDelegate class in TGEA 1.8
  • State Blocks: Provides an overview of GFXStateblocks
  • Shader Constant Buffers: Provides an overview of GFXShaderConstantBuffers
  • GFX In TorqueScript: Explains where and how GFX is used in Torque Script
  • Sky Comparison: Compares the Sky class in TGEA 1.8 to previous versions
  • Flow of Render System: Walks through TGEA's rendering flow.
Resource Manager Docs
  • Resource Manager Overview: Provides an introductory description of the Resource Manager for TGEA 1.8
  • Engine Tour: Walks you through the files and source code that make up the Resource Manager
  • Reference Docs: Contains the technical breakdown of the ResourceManager class
Migration Guides
  • Porting Guide: Contains the main migration guide for porting your project to TGEA 1.8
  • Gotchas: Lists several "gotchas" introduced by TGEA 1.8 and is part of the TGEA 1.8 porting guide.
farm3.static.flickr.com/2473/3944203716_b9c710be6f_o.png
The Forge Demo shows off the power of our shaders

It Takes a Village

A momentous release like this couldn't have happened without the help of a lot of people. If you love TGEA on a Mac, then first and foremost you need to name your first child after either Brian Richardson or Alex Scarborough. Brian lead the creation of the GFX2 Plastform Layer, while Alex ported it over to Mac and squashed more bugs during a one-week beta period than Jeff Daniels did in Arachnaphobia. Truly, this is a dynamic duo.

That's not to downplay the roles that other developers played in this project. Rene Damm has been instrumental with Atlas bugs and fixes since the release of TGEA 1.7, and this build was no exception. Josh Engebretson stepped in during the beta period to help get this out before Christmas. Pat Wilson, Tom Spilman, and John Kabus all worked on various lighting issues. And of course, without having the dedication of Ken Holst on leading the QA team and Michael Perry on the doc team, this release would not have met our quality standards.

Onto the next big thing: Torque 3D

Since game tech is evolving so fast, there's always more to do, so it should come to no surprise that we're already thinking ahead to the next release. If you're interested in the future of Torque, Brett's blog on Torque's 2D and 3D future is a must read. But if you're looking for a quick recap, here's what's in store:

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About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

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#1
12/16/2008 (6:31 pm)
I think I will name my son Richardson Scarborough, just to be safe. Hooray for TGEA! Nice work all involved. :)
#2
12/16/2008 (6:38 pm)
Congratulations all. Well done.
#3
12/16/2008 (6:48 pm)
I don't think it's stated directly that we are out of beta, but I DO see a nice shiny new TGEA 1.8 download in my account page!! Woot! Congrats on the RELEASE!!!
#4
12/16/2008 (7:14 pm)
Yay, great work guys and a big thanks!

1 engine update down, 2 to go ;)
#5
12/16/2008 (7:50 pm)
Awesome work guys.
#6
12/16/2008 (7:51 pm)
@Chip: 2 to go? Which 2 do you want :)
#7
12/16/2008 (8:03 pm)
Very cool! Nice work, guys! :)
#8
12/16/2008 (8:03 pm)
/waiting on TGB and TX as well

What can I say, I've got ideas for all of them :)

/thinks maybe that's why he can't get a game finished....damn programming ADD
#9
12/16/2008 (8:56 pm)
@Matt, Awesome. Well that's that. No one can ignore GG anymore. You wanna license a Game Engine for a half million like Unreal from Epic, or Valve's Half Life engine? Or do you wanna pick up torque for a few hundred? It just a matter of time before GG really closes the gap. Torque 3d (TGEA) is going to kick some serious butt!

Great job guys!
#10
12/16/2008 (9:13 pm)
@Chip: Torque X is *very* close. TGB will be a bit longer...probably past Torque 3D. Glad you're testing them all for us though :)
#11
12/16/2008 (9:14 pm)
Finally... =)

Awesome effort devs!
#12
12/16/2008 (10:05 pm)
Better Faster scripting, does that mean Torque script will be obsolete 8-0 I hope not
#13
12/16/2008 (10:38 pm)
@Anthony: Not necessarily, no. That's not part of the plan anyway. We've done a lot of work improving Torquescript's execution speed and memory usage on iTorque and Torque for Wii, and we expect to roll some of these improvements into Torque 3D. Torquescript and the way you're used to using it, won't be changing for Torque 3D
#14
12/16/2008 (11:55 pm)
This may have already been asked, but any chance of a fullscreen version of instant action in the future? I prefer to restrict my browser games to "Throw Shoes at Bush's Head" type flash games.
#15
12/17/2008 (12:13 am)
@Brian: FS is supported in some of the games (Legions for example), but it's not standard. It's a *very* difficult problem to solve. You'll probably notice that most desktop games don't even handle FS elegantly. They often screw up your windows taskbar, f*ck up your icons, or even crash trying to resolve these things with the OS. I'm talking about mainstream, high-end games too. I absolutely could not play Crysis: Warhead on my system just because of these issues (had the horsepower part taken care of easily...). There are a lot of FS-like things that we can do with IA to make it close, but most fall just short of actual desktop apps deployed FS. In any case, it's something being worked on and will likely improve a great deal as the platform matures.
#16
12/17/2008 (4:39 am)
Congrats on 1.8 release guys. I was looking forward to upgrading from 1.7 to 1.8, more than I was looking forward to TGE 1.5.2 to TGEA 1.7 :) I better get my skates on and upgrade Survival Strike before Torque 3D is out :)
#17
12/17/2008 (6:05 am)
Much impressive.

I can't wait for Torque 3D, it seems it finally is taking the "Torque 2" shape. The script optimization is great to hear.
More power to scripting and making gameplay (camera and player control most of all) less c++ source dependent is definitely the way to go (if you do intend to).
#18
12/17/2008 (7:11 am)
From the IRC Hour from a month ago:

Does this version[1.8] support Collada assets? or is that only T2? There was no follow up on that IRC chat experience about this....as there was some mention of additional details to follow.

Thanks.

Are footprints, footpuffs, footsteps supported in 1.8?!? This is a stock TGE feature that I never seem to see in ANY 1.5.2+ engine demos??

Thanks.
#19
12/17/2008 (7:58 am)
I do not believe this version contains the Collada support discussed on IRC.
#20
12/17/2008 (8:18 am)
Very cool...

How Torque Web publishing will work?, will work like instant action into ie?
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