Game Development Community

Torque 2

by Martin Schultz · in Torque Game Engine · 10/11/2007 (7:29 am) · 75 replies

Hey guys,

interesting article over at Gamasutra about yesterday's introduction of InstantAction and esp. about what the Torque dev team says about the next evolution of Torque called "Torque 2".

From what Clark Fargot said I won't expect Torque 2 before mid 2008.

Anyway, interesting stuff.

Martin :-)
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Thread is locked
#61
10/17/2007 (3:21 pm)
I'm pretty sure they intend to be able to support DX10. Right now, though, there's not a lot of people who can run DX10 - less than 10% according to Steam - so I doubt anyone is going to be releasing any DX10-only engines in the near future. Many engines have DX10 support (Crysis, UT3, etc) but making it your primary API is not wise... yet.

edit: Steam lists approx. 2.3% of people as able to run DX10.
#62
10/17/2007 (3:32 pm)
What is the #1 feature you want for DX10?
#63
10/17/2007 (3:57 pm)
Id like to see the Torque 2 demo, Also is there going to be an EA price.
#64
10/17/2007 (4:05 pm)
Torque 2 is in early development, and won't be available until some time next year. Pricing will be discussed then.
#65
10/17/2007 (4:37 pm)
Clint wrote:
Quote:It's sounding more and more like this is effectively closing the door on an officially GG-signed web-plugin for TGB.

With the advent of Torque2, I suspect all of the current engines (except perhaps TX?) are at end of life. Except for important bug fixes, the current products are not going to see much in the way of new features or updates. At least that is how I am reading all of this.

I have a question regarding Torque2. If there is a standard codebase upon which all of the engines are based, how does TorqueX fit into this? TorqueX, being C#, seems to be a somewhat different animal than the others. Unless, perhaps, the base code will be using CLI to call into the C# code. In any case, I'm just curious how TorqueX will play a part in this one standard codebase.
#66
10/17/2007 (4:43 pm)
Quote:
With the advent of Torque2, I suspect all of the current engines (except perhaps TX?) are at end of life. Except for important bug fixes, the current products are not going to see much in the way of new features or updates.

Not quite accurate--Torque 2 is quite a ways off, and TGE, TGE-A, and TGB are still primary "live" products. Torque 2 isn't going to be ready for making a production game any time in the near future, and if you have a game you want to make any time in the next 6-9 months, you should not in any way wait for Torque 2.

Quote:
If there is a standard codebase upon which all of the engines are based, how does TorqueX fit into this?
As you are correctly guessing, Torque X and Torque 2 are not directly related, except in overall architecture (components, specifically). They will not be tied together now or in the future. TorqueX does serve as a good example of what making games for Torque 2 will look like, but technology wise, there is no tie except for some general designs.
#67
10/17/2007 (5:13 pm)
When do we get our first "taste"?
#68
10/17/2007 (5:17 pm)
I think my biggest current question as a developer is if TGB, TGE, TGEA, and Torque X will have the features that have been promised or alluded to? Examples include: OpenGL Shader support (TGEA) and full 3D capabilities (Torque X).

All development takes a while, but it's still great to hear about what is coming in Torque 2. Of course everyone wants it today, but this is naively unrealistic, but it would be nice to get 'tastes' of it like we did with Torque X before it's final release.

On community involvement, one of the things I would love to see in Torque 2 that I haven't seen in TGE is a discussion of why certain architectural decisions were made and why existing ones were discarded. A lot of my "Why the heck did they do that?" questions while I'm modifying the engine would be much easier to navigate if there were some developer/community commentary that took place over whey certain design decisions were made during the development of the engine, or if the design documents were published.

Also, is there some sort of a feature request place we can put our 'hopes & dreams' of what we want in Torque 2?
#69
10/17/2007 (9:16 pm)
Torque X 3D is being finalized right now, and should be entering QA in the very near future (weeks, not months).

OpenGL render device has been removed from the official milestone list of TGE-A for almost a year now, and while I'm not saying 100% it will never happen, it shouldn't be relied upon--if you need an OpenGL render device for TGE-A, you should explore your own implementation in the short and mid term.

Quote:
On community involvement, one of the things I would love to see in Torque 2 that I haven't seen in TGE is a discussion of why certain architectural decisions were made and why existing ones were discarded. A lot of my "Why the heck did they do that?" questions while I'm modifying the engine would be much easier to navigate if there were some developer/community commentary that took place over whey certain design decisions were made during the development of the engine, or if the design documents were published.

This is exactly what will happen during the transparent development process. And, it will be available pretty much as soon as possible during the development process.

Quote:
Also, is there some sort of a feature request place we can put our 'hopes & dreams' of what we want in Torque 2?

There will be forums for precisely this, but it's extremely important that GG holds full "veto" authority--we will not be developing by committee, or even by community vote. It's also important to note that "alternate implementations" are much easier to integrate in the Torque 2 architecture--if, for example, you prefer a different scenegraph implementation, you can implement your own, and plug that system module into the architecture instead of the one we provide.
#70
10/17/2007 (9:38 pm)
Will these special T2 forums be available to all current owners or is it invite only? People on a beta list? It will be rather neat to see, learn, and understand the process as well as why certain things may have been chosen.
#71
10/17/2007 (10:28 pm)
Wow, I never expected that such an amount of responses when I started this thread... :-)

Sounds like we're getting an awesome new engine sometime next year!
#72
10/17/2007 (11:03 pm)
It's going to be beta for a few weeks simply to work out the kinks in the new architecture, then we will most probably (it's not 100% yet) do a few weeks of all licensed (existing) Torque owners, and finally open to the public. Time line, and intent subject to change.
#73
10/17/2007 (11:18 pm)
I know it's not fixed or public yet, but will the engine price be in the area of the other Torque engines, so something between 150 and 300 US$? Or will it be higher priced?
#74
10/17/2007 (11:37 pm)
As you so correctly pointed out, it's neither fixed nor public, but we are strongly vested in and strongly believe as a company that indies, beginners, hobbyists, and developers starting on the path to commercial game development careers are all critical to both our past survival, and our future success--and we plan on making sure the engine is well suited to the price ranges for all of those styles of user.

To be totally blunt, we don't honestly know how we want to price it yet, but the markets I listed are our focus, and the price will be right for those markets.
#75
10/17/2007 (11:41 pm)
I've just now finished my first blog in a year and a half, introducing details about Torque 2 and Transparent Development to the public.

Please feel free to post further comments and questions in that blog, so we can provide the information to not only all community members (not just TGE licensees, as this thread is limited to), but the public as well.

Going to close the thread down, come on over the blog with any further questions!
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