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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.

#61
03/19/2008 (7:33 pm)
Oh, BLOOM doesnt seem to work. its not even in the light editor anymore. and in the sun, do i choose 1 for usebloom?
#62
03/19/2008 (8:30 pm)
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.
#63
03/19/2008 (9:02 pm)
id rather bloom then FSAA
#64
03/20/2008 (1:26 am)
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!
#65
03/20/2008 (2:33 am)
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.
#66
03/20/2008 (5:53 am)
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?
#67
03/20/2008 (7:26 am)
Wow, thanks guys! I've been waiting for the Advanced Engine to get this complete.
#68
03/20/2008 (7:38 am)
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!
#69
03/20/2008 (8:32 am)
Yeah, ive noticed in a lot of games, they dont have support for both HDR and FSAA. but i know crysis does.
#70
03/20/2008 (9:20 am)
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!
#71
03/20/2008 (9:28 am)
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?
#72
03/20/2008 (11:05 am)
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! :-)
#73
03/20/2008 (1:53 pm)
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 :)
#74
03/20/2008 (2:36 pm)
@ 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.
#75
03/20/2008 (5:54 pm)
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.
#76
03/20/2008 (7:07 pm)
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.
#77
03/21/2008 (7:23 am)
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.
#78
03/22/2008 (11:19 am)
Wow it looks great. Rock & roll as usual.
#79
03/23/2008 (12:28 pm)
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!
#80
03/23/2008 (12:30 pm)
TGEA has long (if not always?) had the same editable Legacy terrain as TGE. It only introduced the ability to have ATLAS terrains.