Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time we’ve had 800 people star and 300 people fork the open source repository.
Now today, nearly three months following our open source launch, we present the first new release under this license: Torque 3D 2.0.
What’s New for 2.0
Torque 3D 2.0 has focused on three areas of development: the new Project Manager, Linux Dedicated Server, and improvement and bug fixing.
The commercial version of Torque 3D 1.2 included an application called the Toolbox. It was used to create custom projects based on the included T3D templates, among other things. Unfortunately, it was made with components that could not be open sourced, so the Toolbox had to be dropped.
In its place is the new Project Manager. The Project Manager has been built using the open source version of Qt to allow it to work across platforms, and currently fills the role of creating projects based on T3D’s templates.
You don’t need to use the Project Manager to create your own projects (the manual steps of creating a project from a template are included in T3D 2.0’s readme), but it sure can be a time saver. The Project Manager will continue to be updated and new features added over time.
Linux Dedicated Server
This is a prime example of the community contributing to the open source version of Torque 3D. Long-time member of the community, Fyodor “bank” Osokin, has contributed the changes to make the Linux dedicated server version of Torque 3D a reality. He has even tested it across multiple distributions so it is likely to work with your favorite one. Way to go, bank!
Other members of the community have also stepped in to offer improvements and suggestions. Following the Quality Assurance testing done at the GarageGames’ office, the Linux dedicated server feels solid and ready to serve your project.
Improvements and Bug Fixes
The 2.0 release of Torque 3D includes a large number of improvements and bug fixes. These came from the community and also from the GarageGames’ internal repository from the past year. Here is a complete list of everything that has gone into this release:
With the release of Torque 3D 2.0 all changes in the development branch have been moved into the master branch. The development branch will now be used for changes related to the next release of Torque 3D. My T3D Open Source Launch blog has a section on Working with Torque 3D that describes how to get the source code, either through cloning the repository or using GitHub’s ZIP functionality.
In addition to GitHub we also have our own ZIP package that combines the Torque3D repository with the updated TorqueScript documentation, the Project Manager, and compiled versions of each of the templates. This package is ideal for those that do not wish to compile Torque 3D on their own, and is available here:
With this first open source only release of Torque 3D complete we are now looking towards the next release. The Torque 3D Steering Committee has some ideas on what the road map could look like for the first half of 2013, and we will present this in the new year. But all of this can only happen with you, the community.
The Steering Committee exists to help provide direction and lend a hand, but it cannot do everything on its own. In January we will be asking for everyone’s help to continue to drive Torque 3D forward and make it the best open source 3D engine out there.
I wanted to end this blog with an amazing video. This is a Virtual Reef that comes out of the Queensland University of Technology. It uses the power of Torque 3D to draw users into an interactive aquarium. Enjoy!