Game Development Community

dev|Pro Game Development Curriculum

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:

farm3.static.flickr.com/2609/3944203732_1361f52968_o.png

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.

Page«First 1 2 Next»
#21
12/17/2008 (9:59 am)
woot! Make sure to pat Matt Fairfax on the back, he forgot to do that up there!
#22
12/17/2008 (10:41 am)
This is why I going to like this company they don't try to make mills and mills just to satisfy them they give all the money they make back to the people. Look this engine is allot like cry engine with this new update and its all for 300-1500$ you cant get any better then that people.

I don't own this engine yet or any of them I been looking at it for the past 2 weeks and I also been waiting for the release of 8.0 be for I buy it. You can count on me buying it I just waiting for a movie showing whats in it and a demo to play with this updated version. when all is good with playing with the demo then you can see me buying it right after that. :P

To those that say you don't have money for upgrading where is all your money go do you guys ever save your money $150 is nothing for a upgrade from TGE. I don't even make allot of money and yet I always seem to have money for pay for a little something. Instead of buying your self a little toy for home just buy the upgrade. I have worked with this demo of 1.71 and I just don't see why they would not want to upgrade its so dang easy to use. I have not downloaded TGE but I have like 2 years ago and it was a pain to work with TGEA is saving you time and money just by getting it and its noob friendly.

I also seen this posed right when I was looking at the engine again so I could of been the first person to post. I did not know what to say yet as I wanted more info I looked at links and stuff yesterday and today. I am posting today good work guys I cant wait to work with the engine and with everyone else working with it.

EDIT:
Thing I like to add I think its time to update this http://www.garagegames.com/products/torque/tgea/featurecomp
#23
12/17/2008 (10:48 am)
Congrats!
Is there any chance there's a change log available?
#24
12/17/2008 (12:10 pm)
Thanks for all of the thanks =)

Collada is not a part of TGEA 1.8 but it will be a part of Torque 3D.

Eric,
I am about to take off for a much needed Christmas vacation (visiting my parents in SC) but I will try to get a changelog up when I get back (the week after Christmas). We fixed most of the bugs listed in the forums and a gaggle of other ones we found.

Ultimately the only things we didn't get fixed were Atlas for the Mac (Apple driver bug), GuiColorPicker for the Mac, and self shadowing for the Mac. Other than that there are a few minor glitches here and there that we will address in Torque 3D (we will probably also do a 1.8.1 release with those fixes).
#25
12/17/2008 (12:39 pm)
This looks great. Might anyone be able to provide a breakdown for the bug fixes or changes made to Atlas?
#26
12/17/2008 (12:42 pm)
@Matt -
Quote:I am about to take off for a much needed Christmas vacation (visiting my parents in SC) but I will try to get a changelog up when I get back (the week after Christmas). - Matt F.
#27
12/17/2008 (12:49 pm)
@Michael - Thanks for pointing that out. I had the page sitting open for a little bit before typing in my comment and didn't see what Matt Fairfax had posted. I look forward to seeing the changelog when its available.
#28
12/17/2008 (1:25 pm)
Quote:
Sky Comparison: Compares the Sky class in TGEA 1.8 to previous versions

Someone forgot to put this in, because it's not there. The file is 0 bytes large.
Searched for it on TDN, but the article there is empty. So guess it's just not ready yet.
#29
12/17/2008 (2:31 pm)
So soon?!?!?!?! I was expecting it just few days before my birthday (21st January...) :D

I love GG everyday a little more!!! :D
#30
12/17/2008 (3:58 pm)
@Stefan - Error error

The online docs will be updated in less than a week, so that will make it in along with some other stuff.
#31
12/17/2008 (4:22 pm)
Will there be a demo for PowerPC Macs? I downloaded the Mac demo and it appears to be Intel only. :-(
#32
12/17/2008 (4:27 pm)
@Christopher - No, there will be no support for the PowerPC based Macs.

*edit - spelling
#33
12/17/2008 (7:37 pm)
Hallelujah!

I joined this community 3 years ago, and to me? This is the biggest update I have ever seen for any of the engines...
#34
12/17/2008 (9:33 pm)
oh very nice
do is a TGEA 1.8 For windows
#35
12/20/2008 (10:26 pm)
Can someone reply to mohammad's post as I wanted 3 days and no post on that as I been trying to find out if this is just a mac upgrade or what. It seem like some stuff is different maybe just the pic's I seen are different and everything is the same only change is that its for mac now. I see that I can download a mac demo to bad I don't have my mac anymore just to find out my self.

I am still going to buy engine but I just want to know what this update is all up's about here as if there is new stuff well I would like to see what they are be for I do buy this engine. What if you messed up everything with this new update for microsoft users I just want to know if its stills stable mostly. I don't want to buy something that's not stable.

I am also going over 3d programs as well wile I wait and see about exporting things and if the exporters work right. I mostly been going though blender to export by taking 3d things from one program and putting it in blender that has worked so far for all of them. I testing one of the more complex ones today XSI that has allot of easy but different stuff in it. I read the exporter is junk for that one but I have not tried it. This one I think I will like the most as it can do allot of stuff better then the others and easier.

I just trying to find one that takes the less amount of time to do stuff saving time is everything the faster and easier it is to make things the better. I don't care how long it takes to learn the program as there no way its going to take forever to learn it.
#36
01/05/2009 (6:34 am)
Only got back from vacation now.... Well Done guys!
Page«First 1 2 Next»