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Torque 3D Development - 1.1 Beta 3!

by Matt Fairfax · 09/20/2010 (7:00 pm) · 60 comments

static.torquepowered.com/static/upload/emp-985/Torque-3D_Development-Blog-Header.png
Torque 3D 1.1 development continues smoothly along. If you are a Torque 3D Professional owner, you can grab the Torque 3D 1.1 Beta 3 from your account page.

This release introduces support for Visual Studio 2010 and includes a prettification of the Deathball Desert level in FPS Example (the Deathball finally makes its appearance!) but this update was definitely focused on fixing bugs.

static.torquepowered.com/static/upload/emp-985/Deathball%20Desert%20-%20Updated2.png

The Deathball is back! Click image to see more!

QA Process


We've been working hard this year to improve our QA process so that we can deliver a more polished experience to you guys and to make it easier for you to track the progress of development.

Towards that end you may have noticed that we are now starting to add additional notes to the titles of your bug posts. This includes:

  • LOGGED - the bug has been logged into our internal bug tracker (you should see a ticket number posted)
  • CONFIRMED - the bug has been confirmed by our internal QA team and reproduction steps are submitted to the developers
  • RESOLVED - the bug has been fixed by the developers and the fix has been confirmed by the QA team
By tracking these updates to the bug reports, you can get a pretty accurate picture of the progress that is being made on getting you the next release.

We would also like to start editing the titles of the bug report threads to more closely match our internal bug titles. These are where we've dug into the bug a bit more and wanted to make them as descriptive as possible for the project managers and the developers who are scanning through the pool of unfixed bugs. Obviously, the better the bug title you post initially, the less likely we will need to change it.

We thought about beginning this process with Torque 3D 1.1 Beta 2 but we wanted to give you all a heads up first before we started changing the name of forum threads in a significant way since that is something we've never done in the past. To be clear, we only intend to edit the title of forum threads when they are a bug report (or violate our TOS).

Status Updates


The loyal followers of the Torque 3D Private forums already know that we have been posting regular updates about the current status of Torque 3D development. These updates come about once a month (give or take extraneous circumstances). If you are interested in the progress of Torque 3D development, I highly recommend keeping an eye out for these updates. You can see the ones we did for Torque 3D 1.1 Beta 3 here:

Resolved Bugs


Here is the full list of bugs that were resolved with Torque 3D 1.1 Beta 3. You can find the full changelog here.

Resolved Bugs:

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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#41
10/26/2010 (1:21 am)
I finally got to play around tonight and I applaud the new beta! A lot of nice little additions! I’m glad to see a lot of progress; well worth the wait.

Each version of the beta is pushing towards what Henry is asking for above; that is, you need less and less engine changes to really get a handle on any genre of game. For example, the ability to set a texture to have footsteps now...how cool!

I have a few questions that I’ve asked in forums, but maybe re-asking the questions here would gain a greater audience.

Will a melee weapon solution be provided in the future?
-I can add it, but I get lazy having to re-add everything each engine change…. Really gets counter-productive… IMO swinging a sword should be as easy to implement as firing a gun. Well, LOL, it is! But, doesn't work very good!

Will ground cover be usable on DTS objects since foliage replicator has ceased to be? I like using DTS objects in place of my terrain at times since the terrain can only be square and has limitations on sizes and performance expenses. Its a pain to add six terrains to a small level just to get the land features you want with nice grass on top of them.

Thank you guys again for all the hard work!

#42
10/26/2010 (11:50 am)
Has web distribution been added to this build? what is the status of that?
#43
10/26/2010 (4:13 pm)
@Anthony

The web plugin is the same as its always been. There are no plans to change that for 1.1 that I'm aware of.
#44
10/26/2010 (6:16 pm)
Cool, do you know if the plugin is supported by all browsers?
#45
10/26/2010 (6:22 pm)
It supports IE, FF, Chrome, and Safari on OSX.
#46
10/26/2010 (6:44 pm)
Just to clarify...there is limited support for Safari.

Snow Leopard changed some fundamental things that are tricky to work around.
#47
10/26/2010 (8:02 pm)
Guys, that's just a web setup plug-in, any plan for an actual plugin?
#48
10/26/2010 (8:07 pm)
I am more concerned about 'limited support', I can't really tell a client 'yeah it sorta works for Macs'. Is their plans to have a complete solution in the next build?
#49
10/26/2010 (8:44 pm)
No...it is fairly non-trivial to fix and outside of the scope of Torque 3D 1.1.

The last time I looked into this issue, we only supported Safari on pre-Snow Leopard versions.

Given Apple's volatility about API changes, this may no longer be true but I am not setup to test it at this moment.
#50
10/27/2010 (1:29 pm)
Will T3D 1.1 support Advanced lighting on Mac with the new Mac dev team working on T3D ?

Will Bullet be supported on Mac in T3D 1.1 ?
#51
10/27/2010 (5:08 pm)
Bullet will be supported.

We are bringing the Mac version of Advanced Lighting up to date with the Windows version of Advanced Lighting but since we are still using a buffer format that is incompatible with the Mac there is still going to be a major performance issue. We are looking into fixing that but it isn't likely going to be in the Mac version of Torque 3D 1.1 Beta 3.
#52
10/27/2010 (5:38 pm)
Guys you are very silent in the last weeks...
Recently this usually has been a good sign...

So I'm expecting big news in the next 1 or 2 weeks...
uhmmmm.... ok,maybe 3! ;-D

I'm right??? :-)
#53
10/27/2010 (5:45 pm)
We've been commenting pretty steadily on this blog for the last couple weeks so I wouldn't exactly call us "quiet" =)

We are working on getting a Binary version of Torque 3D 1.1 Beta 3 out for testing in the very near future and then focusing on getting a Mac version of Torque 3D 1.1 Beta 3 out after that.
#54
10/27/2010 (6:11 pm)
At least, very very good news on the Mac front ! :-)

Thank you Matt & Co.
#55
10/28/2010 (7:49 pm)
Those are good news :-D

... apart routine commenting no great threads and blogs lately but I'm happy about that, I know it means you guys are working hard to give us a even better product ;-)

Tnx guys ;-)
#56
02/05/2011 (3:49 pm)
Matt, For what it's worth, I'd like to see the Mac versions optimized a bit. It would be great to run in on my Macbook with its little 9400M graphics chip. Glad your still at it!
#57
02/05/2011 (4:50 pm)
I am also hot on a mac version, with the new Mac App store we have an easy way to publish games.
#58
02/06/2011 (12:28 pm)
@Michael - for Clarity, Matt moved on to another position doing game dev for a company in SF ( hope all is going well Matt! ).

According to our survey, there isn't an incredibly strong demand for Mac development. Now, a survey is just one dimension. Following them blindly will almost certainly mean that you will miss out on disruptive platform ( maybe the Mac? ). Just some additional context to your requests.
#59
02/06/2011 (4:03 pm)
Since you do no support the mac that well now, mac guys are looking elsewhere for the engines they are buying.

#60
02/06/2011 (9:29 pm)
@Henry -that could very well be the case. We are going to be running the same survey from a non-GG address as well to compare the differences.
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