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Development plans Torque 3D.

by Aleksej Skripnichenko · in Torque 3D Professional · 07/09/2011 (5:44 pm) · 20 replies

Hello, it would be interesting to learn about the development plans Torque 3D.
What should I expect in future versions?
Will support dx10 or dx11, opengl for windows?
Will there be a 64bit version for windows?

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#1
07/10/2011 (11:32 am)
I agree. I would also like information about upcoming tutorials and documentation.
#2
07/10/2011 (10:24 pm)
Hey guys. It will probably be a while before we can deliver a longer term roadmap.

Right now, we are working on a FPS focused tutorial. It's a full beginning to end tutorial and as we find bugs or things we don't like, we are fixing them. It's something that a lot of people have been asking for, so I'm excited to see how the community responds.
#3
07/10/2011 (11:40 pm)
Nice to hear eric. Already possible to let us know when this will be available?
#4
07/10/2011 (11:47 pm)
With no official long term roadmap yet, i offer my educated guesses:

DX11/12 will be some time next year. DX10 will not be needed. DX9 will only stay around for XBox support by that time.

64bit support will maybe happen next year. Servers and editors need it most, but i suspect even game clients will start breaking the 4GB memory barrier in the next few years.

OGL for Windows has been discussed here lots of times. I won't get into all those details, but it will probably never happen... probably.
#5
07/10/2011 (11:52 pm)
Hi, Eric Preisz. Thank you for your reply.
I would be happy to wait for new versions.
#7
07/11/2011 (6:24 am)
DX12 ... is that when we all get the Make My Game Button? :P

That video link needs a caution ... How are people supposed to get their mind back to TorqueScript after watching that!?
#8
07/11/2011 (7:01 am)
Interested to see what kind of features this FPS tutorial will cover..

Definitely hoping to see 64 bit support.
#9
07/11/2011 (7:18 am)
An Official FPS tutorial? I'm pretty sure once youve added UAISK, a few of steves resources and the teams and classes resources to the "just add levels" and bake FPS game the torque engine ships with, your own version of CoD is 75% complete :p

30 minutes of 'meditation' steve, should leave you calm enough to continue :)

#10
07/11/2011 (11:34 am)
Don't forget authentication, ranks, multiplayer listing/and matchmaking, as well as data saving that is hacker proof (saved securely).

That takes up some time too oh wait. There's resources there for those too, oh darn :) *wink*..
#11
07/13/2011 (5:34 pm)
How about reloading with magazines and animations, melee combat, a grenade button, locational damage, and mantling? I'd be keen for tutorials on all that... then we might be getting close to a CoD clone ;).

EDIT: How did I forget iron sights?
#12
07/13/2011 (6:58 pm)
i think it could really use a little more cowbell!

On to a more serious note...
Actually, the engine is perfect for a starting point. I think GG should focus on some good old addons; rpg, action, platforming, or whatever.

Once 1.1 gets the bugs out, i really dont see any need to add anymore to the engine considering its 99$ we already have a pretty good deal.

The rest should just be addons, want more secure multiplayer? make it an addon. My single player game doesnt need multiplayer, so i wouldnt need it. Now i know thats just me, and a lot of you need a more secure system.
However, a lot of you dont need 8 directional movement with swords and shelds, I do. So they cant really put that in the engine either because it would be taking away from what you fps guys need. If they did add all of what we are asking into an engine, you would spend days taking out what you dont need.

now ive only been an indie game developer for about 3 months so dont take my opinion too seriously. I just remember logging onto old school GG before i had an account and they had tons off addons as starting points for your type of game. Pretty limited now.

GG wouldnt even really have to do anything, just contract some stuff out. Robert could probably make a pretty darn secure system with rankings. Steve could make an fps addon. Faust or kevin with rpgs, etc...
they could be like short 2 level games with the basics. from the splash screen, start menus, to opening doors, having inventories, to finishing a level, and loading the next.

i know people are working on addons, but i think we should focus on them a little more.

Wow that was a ramble, sorry. Hope what i said makes sense haha.
Would you guys be interested in an addon system once 1.1 is better? or is it just me?

*edit* (yes theres more hah)
Also, it would help expand GG's market. A lot of people go to different engines because they think torque is more for fps. If they see, hey i can get the engine, then get the addon to start exactly what i want. A lot more people would jump on the torque engine... just my two pennies
#13
07/14/2011 (7:22 am)
I dont mind DX11, 12 or 22, as much as the rather long list of known issues to be taken care of.

Actually, speaking of my own personal interest, I would put the bug fixing above anything else, including tutorials.

But is not just that personally I dont have much use for them, the thing with tutorials is that they will never be enough. People keep asking for tutorials and when get some, then feel like there is something pending, or not enough, or too compelex, or too simple...

We need an engine, with the less posible number of issues, and a good documentation. Right now, Torque has the best docs ever, and still, plenty of areas of the engine are not covered.

The API reference is awesome, and yet still can get more love.
The documentation should feel like a book, not just a reference. A book that when you finish reading you have an overall understanding of how the engine works. The path to that point is still to be walked, and has no relation with tutorials.

Also, to be honest, tutorials ALSO needs maintenance, something that GG has been having some problems with.

My vote goes for classic documentation and taking care of the long list of known issues that 1.1 has been shipped with.
#14
07/14/2011 (8:19 am)
@Novack,

I agree, there are some long standing issues with 1.1 that really need fixed. While GG has made great strides with 1.1 and the new documentation, there is still a long road ahead.

My fear is that with all the kudos they get for 1.1 they may decide T3D is in a Finished state and move on to the next engine.

#15
07/14/2011 (9:39 am)
Less docs & tutorials, more fixing.
#16
07/14/2011 (12:06 pm)
Bugfixing and performance improvements for me.
#17
07/14/2011 (6:04 pm)
I would sell everything I own for moving collision meshes to be added
#18
07/14/2011 (9:18 pm)
The tutorials include fixing.

The point of the next release is two fold. For new users, they have a guide to get really far in one well vetted full game tutorial. For existing users, we will be fixing bugs along the way. At the end of the day, the tutorial is a great test plan for QA. We are also going to feature a lot of new art as well.
#19
07/14/2011 (10:27 pm)
@Eric, the FPS tutorial sounds good if its a good base for a FPS things like animations for reloading iron sights etc would be really great to see.

Along with simple stuff like a better scoreboard.

Main thing is to ensure its a good and recommended starting point for FPS based games. Like structured well.

I'm very happy to see tutorials and well genre examples are getting the focus they deserve. It'll help T3D be more accessible.
#20
07/15/2011 (12:42 am)
Eric, can you give already a hint when the next release and the tutorial will be available?