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Torque 3D 1.1

by Eric Preisz · 06/02/2011 (4:06 pm) · 190 comments











Torque 1.1 Is Gold!


We are proud to announce the release of Torque 3D 1.1. This version is the most stable version of Torque since TGE and the visuals are well beyond anything we have ever released. It’s a great time to be a T3D owner and we encourage you to spread the word to everyone who wants to be part of the lowest price, royalty free, full source, professional grade game engine and tools. Our community is strong and supports each other, and in addition, we have done a lot in this release to help new users reach their goals -whether it is making games for a living, learning how to make games, or both. Enjoy!

Hitting our Stride

As part of my job, I get to talk with many talented people. One of my favorite questions is to ask if they have ever been a part of a company where things seem to “click”; I usually follow up with why they thought that was the case. It is surprising that many people cannot relate and I admit that I can only count a few experiences in my past where things felt “right”.

This release marks one of those times for me, which is amazing considering how many new people we have working together. The energy here is palpable and visible in our work. People worked late because they want to make the release our best -not because we mandated it. We quibble about details because we really care and are we are dedicated to finishing our commitments on time. Erik Graham and I had a two and half hour discussion on two Sunday mornings ago about last minute polish and fixes that Scott, Mich, and I worked on until midnight on the previous Saturday night. That is how we get things done, and while it’s hard, it’s also very rewarding.

And while it’s not my style to be boastful, it is part of my job, and I am really, really, proud of the team and the release. They pulled together a release that spans across many functions of the business with very little schedule slippage (around 13 days from when we had our first solid schedule). This is a great release for us, the code looks better than ever, and it is just the beginning for a team of people, many of whom have never worked together.

So what parts of the business were involved in the release?

Engine – We fixed all known crashes in our tools except for one known issue in the gui editor (I’ll post the fix...it just didn’t make the last round by a few hours). In a herculean effort, Rene rewrote zones and portals because the old system was too brittle and he wanted to get it right for our users. We’ve fixed hundreds upon hundreds of bugs (248 confirmed fixes) and performance issues since beta 3. This is the most stable version of Torque since TGE and our QA team of four has done an amazing job! Special thanks also to those who provided feedback and reproduction cases in our forums from the preview we released almost two months ago.

Documentation & Tutorials –A team of eight reviewed all of our user guides and tutorials and we made thousands of updates. We’ve added three new tutorials: Changing the Player, Deploying to Web, and Client/Server Architecture. And if that wasn’t enough, we rebuilt the T3D section of our web-site to house the updated and existing information.

Web-Site – We completely overhauled the T3D section of our web-site. We now provide T3D specific forums, add-on & resource page, on-line API documentation, and tutorials. My particular favorite new area is the Getting Started guide, a section that will help new users get up and running quickly. We’ve updated all of the marketing information with some of our new amazing art. Which leads me to my next topic…

Art & Demos – Pacific, Deathball Desert, and Sector T3D are the crown jewels of this release. You can get lost in Pacific’s volcano, tunnels, and hidden areas and Sector T3D does a great job showing off how well our postFXs bring together a stylized, directed look. Drive the Cheetah, a wheeled vehicle in an updated Deathball Desert. We have also added a new bad-ass character and a updated weapon. And because we listen, we decided to provide the Max files so that you have full access to the rigging and animation work being done before we export to Collada. All of these levels are finished with our new MLAA implementation, which brings a smooth look to edges; deferred rendering AA isn’t possible with native DX9 AA implementations.

Download our demos now!

Mac & Binary
As we previously mentioned, a Mac and Binary update will lag behind this release. We’ve done a lot to update the code base for OS X, but we have been challenged to find the developers who could keep pace with the PC development. If you know a good OS X focused graphics guru, have them contact us at jobs@garagegames.com. The binary version will be shipped in about three weeks –but why wait, you can own the full version today.

Closing
We are pleased with our release and we are proud of what Torque 3D has become. And while we enjoy providing free updates, we rely on new users to help us fund new features, products, and community maintenance. If you already own T3D, please enjoy the release. If you haven’t already taken advantage of PureLight’s lightmapping you are missing out. We are running a release only price reduction of $150.00. Also, don’t miss out on a 50% discount on the highly praised Torsion to accelerate your TorqueScript coding. If you like what we have done, tweet your praises, put in a good word on a forum, or simply tell a friend. Every little bit helps us support the software you use. Heck, simply download the wallpapers we posted on the bottom of the T3D product page and display your pride for Torque 3d on your desktop.

If you do not own T3D, now is the time. Buy a license!; Buy two! Support our company. The price is for a limited time and won’t last forever.



















About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

#41
06/02/2011 (7:37 pm)
Congratulations! I can't wait to start using it!
#42
06/02/2011 (7:44 pm)
Congratulations to all...the new T3D product page looks really inviting.

I'm really looking forward to getting started learning the engine.
#43
06/02/2011 (7:49 pm)
Way to go!!! YAAA HOOO !!
Very nice indeed....

#44
06/02/2011 (7:55 pm)
Awesome!! Can't wait for the download to finish! Great work and keep it up!
#45
06/02/2011 (7:57 pm)
Super Awesome!! :-D :-D :-D :-D

Thanks GG!!!!
#46
06/02/2011 (7:59 pm)
Awesome! I just watched some tv shows until now (5am) and missed the announcement!
The demos are great to present project possibilities to other people.
I'll share it on Facebook.
#47
06/02/2011 (8:00 pm)
Just to chime in again...

Now that I'm getting further into it, really impressed on how much more has been put into demos and documentation.

This is going to be fantastic fun just to get through the new material, and I'm going to be wading in ideas ... THAT I'LL USE ... by the end of it!

And I cannot thank you enough for making it more stable, that'll put years back into my life when I get around to releasing. Years that I can put into making more.

[PS-- I treed my Cheetah and need to coax it down. Erik's a better driver but I suspect he's had more practice with this critter. :-P *grin*]
#48
06/02/2011 (8:15 pm)
I'm so excited, and I just can't hide it! :)
Big props on the new T3D release GG...
#49
06/02/2011 (8:25 pm)
@ random9q: LOL. Deathball desert was never really built for driving. The Mars version is a bit better since most of the foliage has been removed. But you'll notice most of my driving videos (my youtube Chanel) are done in the basic map you get when you create a new project from the full template in the toolbox. Even the one with the grass is the same map/terrain - just with grass and different post effects. Much easier terrain to drive on.

And everybody remember, if you flip: Ctrl X to right yourself.
#50
06/02/2011 (8:28 pm)
Awesome! Nice to see Torque is still growing. Great work, guys!
#51
06/02/2011 (8:28 pm)
Congrats guys! Glad to see GG back in a strong way.
#52
06/02/2011 (9:10 pm)
YES! pumped!!! thanks guys

[edit] and not to kiss *** but you guys did everything everyone has been asking for the past few months. Much appreciated!
#53
06/02/2011 (9:19 pm)
Congratulations! And thanks for the hard works.
#54
06/02/2011 (9:42 pm)
You guys are really turning torque around. All I can say is thank you.
#55
06/02/2011 (9:58 pm)
Yes!!!!

You done very well guys. New approach is very good for this new fresh start. Good documentation is very critical to success for this community and newbies. Even I am old user of Torque but I don't have enough time to dig in and learn everything without good documentation/examples.
I loved zone-portal video tutorial. I am assuming/expecting that you will continue to provide such video tutorials to us and speed up our learning process.

Thanks.
#56
06/03/2011 (12:49 am)
Awesome! Great to see vehicles, and the new characters look pretty sweet. Can't wait to get using it!
#57
06/03/2011 (1:01 am)
Awesome! Congratulation! I can't wait to port our game to this version, the improvements are great!
#58
06/03/2011 (1:03 am)
Awesome!, it's christmas before time! Thank you very much GG for your mega great work.
#59
06/03/2011 (3:15 am)
Congratulations,guys!
This is the most stable release so far.
#60
06/03/2011 (3:45 am)
I sunk my Cheetah through the ground and accidentally entered it and fell for eternity.