Game Development Community

dev|Pro Game Development Curriculum

Torque Game Engine Advanced Open Beta

by Matt Fairfax · 03/18/2008 (6:19 pm) · 84 comments

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.


www.rustycode.com/matt/plan_03_18_08/Oasis.jpg
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.


  • www.rustycode.com/matt/plan_03_18_08/MegaTerrain.jpg
    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.


  • www.rustycode.com/matt/plan_03_18_08/Polysoup.jpg
    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.

  • www.rustycode.com/matt/plan_03_18_08/GameExamples.jpg

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!


www.rustycode.com/matt/plan_03_18_08/TnTF2.jpg


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!

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.

#41
03/19/2008 (9:40 am)
@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.
#42
03/19/2008 (9:46 am)
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!
#43
03/19/2008 (9:52 am)
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.
#44
03/19/2008 (10:00 am)
@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 =)
#45
03/19/2008 (10:07 am)
@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.
#46
03/19/2008 (10:11 am)
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
#47
03/19/2008 (10:16 am)
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!
#48
03/19/2008 (10:18 am)
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.
#49
03/19/2008 (10:56 am)
That new SFX layer is the new hotness! With that NullProvider template it's going to be a snap to plug in FMOD.
#50
03/19/2008 (11:32 am)
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!
#51
03/19/2008 (12:02 pm)
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!
#52
03/19/2008 (12:05 pm)
@ 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.
#53
03/19/2008 (12:09 pm)
What's the recommended map2DIF to be used w/this release?
#54
03/19/2008 (12:37 pm)
Schweet!
#55
03/19/2008 (1:49 pm)
Cough, cough, Open GL?

Nah, just kidding you. ;)
#56
03/19/2008 (2:08 pm)
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
#57
03/19/2008 (2:12 pm)
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.
#58
03/19/2008 (4:42 pm)
Something that looks really good is if you drop the square size down to 4. Makes the peaks looking amazing and kinda surreal like.
#59
03/19/2008 (5:01 pm)
@ 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
#60
03/19/2008 (6:17 pm)
Wow I am getting a great FPS rate with the beta and one of our large game levels.
Fantastic job!