Game Development Community

TGB Beta 3 is live

by Josh Williams · in Torque Game Builder · 05/09/2006 (9:04 pm) · 44 replies

Yo!!

Okay, Beta 3 is up! :) As you can tell, I'm quite excited. :) The whole team has absolutely been kicking butt since GDC, and many thanks as well to everyone here for helping us get this thing buttoned down. I hope everyone will be impressed with the work we've gotten done in the past month or so.

So you all know, this is our feature complete beta test... from here, it's just bug fixing and minor tweaks and polish! Justin D will post a follow-up here tonight with the full details on this latest build, so everyone can see what's changed.

Also... as always, we need help! Please help us identify and squash bugs in this release. If you notice any bug, please figure out a simple way to reproduce it, and then post it in the Bug Reports forum. And if you can find and post a good fix, then you will have a special place in our hearts. ;) All reported bugs with good reproduction cases will get added to our bug tracker, and we'll do our best to get them all ironed out before the full launch. We hope to do a release candidate drop or two before the full, official launch... which is drawing very near.

Of course, after this launch, we'll keep pushing on TGB... we've got some big, big plans for this little baby, and I'm glad you guys are along for the ride and supporting us. :) It's gonna be fun.


And speaking of fun stuff in the near future for TGB... I'm not going to say anything more just yet, but I just wanted to drop a hint. Watch for a very exciting announcement coming out this week (I hope). I hate to be a tease, but I just wanted to drop a little hint that something big-- and fun-- is coming down the road here soon for TGB users.

The beans have already been spilled on this announcement a little bit on the site. I hope lots of people here will participate. If you do, I think you'll be glad you've spent some time getting familiar with TGB up to this point. :)
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#41
05/13/2006 (8:48 am)
For what its worth I was able to compile it just fine on my Mac (I do have the linux patches applied to the source code which may make a difference). I suspect they're doing bug fixing rather than releasing at the moment.
#42
05/14/2006 (12:34 pm)
Hey Guys,

Just wanted to update you a bit on a few things. Firstly I see concern over particle effect creation and emitter management. As Mike pointed out and I detailed in my PLAN, there was a rather serious bug in the particle management code where pointers would go bad and consequently bork the engine. I have since resolved this bug in our repo and uncommented the emmiter addition/deletion script from the tool. This will be available in our upcoming point release.

Also as a more general update on the point release. We have had a few issues arise that can, in certain circumstances cause some undesirable behavior that have been resolved as well. I will be composing a formal list of resolved issues when we release an updated SDK!

Re : Mac Build - Our Mac build has lagged a bit behind the Windows build as there seem to be some issues with memory management that have popped up in the Mac platform (or atleast that's the initial theory from our Mac guy.) These issues were noticed in a community submitted build of the windows beta--which was noted on the forums briefly. Because of this we are unable to officially submit this build for download until our Mac guy gets any amount of time to get it sorted out. We apologize for the inconvenience but we'd rather wait an extra week if necessary than get you guys an unstable build.

Hope this helps clear up some confusion!

Cheers,
-Justin

Edit: No official timeline for point release, though we hope to have it done as soon as possible!
#43
05/14/2006 (6:00 pm)
So just to be clear, if we want to make a game with real-time network support, we'd pretty much have to buy TGE, and make our game in T2D, then port it over, then integrate the network code?
#44
06/10/2006 (8:56 am)
Not really. There is a walkthrough on the TGB part of TDN which explains how you can integrate the TGE networking into TGB. It seems rather complicated, and you still need a license for both.
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