Torque3D Linux Status
by Luis Anton Rebollo · in Torque 3D Professional · 09/19/2013 (12:36 pm) · 168 replies


Torque 3D on Linux
This branch is based on the work of RonOHara-GG that you can find at: github.com/GarageGames/Torque3D/tree/linux-rnd. I removed everything related to Nvidia CG because it was not useful for my OpenGL project. The current state is very basic, but enough to be a good starting point.Changes or updates on Linux, will be posted on this thread. If you have any questions feel free to post.
You can find the code at:
How to compile
Status:
- Only tested on Ubuntu, compiled with gcc.
- To modify TorqueScript, is needed an editor that can save with Windows EOF.
- Use CMake for build project.
Torque 3D Version:
This branch is based on Torque3D 3.5.1 development.What to do if you want to help?
- Try compile and share your problems.
- Contribute to the development with pull request or bug reports.
- Donate. Thanks to the donations I can devote more time to the project and speedup development.
Reporting bugs:
If possible, Github is a great place to post issues to a forum.I appreciate any donation to help the project.
.About the author
I'm working on a port of Torque3D to OpenGL and Linux/SteamOS
#2
09/20/2013 (3:00 am)
Yes, if the $10'000 are not already reinstated, we should use it to speed Linux dev.
#3
From Linux we can go to Mac and Android. Then we can give Unity a run for its money once again :)
I am not sure the pledged money came from people on this forum though. I would suggest making a new kickstarter campaign.
Kickstarter generally gets much better success rates than Indiegogo and this time I would suggest the following:
1) Make the objective to give Torque cross-platform support for Linux, Mac and Android in addition to Windows.
2) Show screens and videos of what has been done.
3) Show how impressive the tools and engine features are
4) Stress that this is all MIT and free for all.
The beauty of kickstarter is that we can set a low target and then achieve it, and then, after the $1000 goal is achieved, we can advertise everywhere that the port has been funded and is underway.
Set the target to just $1000, for the Linux port, which we can certainly raise between us based on past efforts and the port is already making good progress. That money goes straight to Luis as a little reward/incentive, but the real objective of reaching the base goal is to raise awareness and show that it has been successfully funded.
We can then set a stretch goal that is e.g. $10,000+ and that will provide the bounty for Mac/Android ports.
09/20/2013 (5:47 am)
This is critical to the future of the engine.From Linux we can go to Mac and Android. Then we can give Unity a run for its money once again :)
I am not sure the pledged money came from people on this forum though. I would suggest making a new kickstarter campaign.
Kickstarter generally gets much better success rates than Indiegogo and this time I would suggest the following:
1) Make the objective to give Torque cross-platform support for Linux, Mac and Android in addition to Windows.
2) Show screens and videos of what has been done.
3) Show how impressive the tools and engine features are
4) Stress that this is all MIT and free for all.
The beauty of kickstarter is that we can set a low target and then achieve it, and then, after the $1000 goal is achieved, we can advertise everywhere that the port has been funded and is underway.
Set the target to just $1000, for the Linux port, which we can certainly raise between us based on past efforts and the port is already making good progress. That money goes straight to Luis as a little reward/incentive, but the real objective of reaching the base goal is to raise awareness and show that it has been successfully funded.
We can then set a stretch goal that is e.g. $10,000+ and that will provide the bounty for Mac/Android ports.
#4
09/20/2013 (8:38 am)
I donated as I actually find this step important for the engine to stay useful in the future
#5
I'm working on adding support for Codeblocks IDE on Linux.
09/20/2013 (4:04 pm)
Thanks for donations.I'm working on adding support for Codeblocks IDE on Linux.
#6
09/20/2013 (7:31 pm)
Would you take donations in the form of hardware? A 9800gt is a bit old.
#7
Now it says: Change to you project's buildFiles/Make directory.
Where should that be? Can I compile on 64bit? Does this include Dusan's work?
Thanks
09/20/2013 (11:24 pm)
I've tried CB some years ago but couldn't debug. Meanwhile I'm using Eclipse on 64bit Ubuntu.Now it says: Change to you project's buildFiles/Make directory.
Where should that be? Can I compile on 64bit? Does this include Dusan's work?
Thanks
#8

I managed to compile Torque3D on Linux with Codeblocks, the Project Generator still not finished yet. I started by Codeblocks because I found it easier than Eclipse. Later I will try to add support for Eclipse or Netbeans.
Sorry no Github update T_T, maybe next week.
@michael:
Torque3D not support 64bit. Some advances on this. www.garagegames.com/community/forums/viewthread/134868
This project is diferrent from Dushan work.
@Dashiva
Any help is welcome. Send me an email, you can see when you click on donations
About crowdfunding... Crowd-funding Torque3D
09/24/2013 (2:41 pm)

I managed to compile Torque3D on Linux with Codeblocks, the Project Generator still not finished yet. I started by Codeblocks because I found it easier than Eclipse. Later I will try to add support for Eclipse or Netbeans.
Sorry no Github update T_T, maybe next week.
@michael:
Torque3D not support 64bit. Some advances on this. www.garagegames.com/community/forums/viewthread/134868
This project is diferrent from Dushan work.
@Dashiva
Any help is welcome. Send me an email, you can see when you click on donations
About crowdfunding... Crowd-funding Torque3D
#9
Let me know Luis... e-mail me at lethedethius@gmail.com (I have this linked to my phone), and you can count on my support-I just want to see some further progress before I contribute.
09/24/2013 (9:14 pm)
Looks Awesome, are any other developers helping you with this? Have you reached out to the game community to enlist some help? It sucks doing something on your own, you need hench men. That's how Bill Gates made his billions... Good Luck! Also why is the donate button leading to the black devil@hotmail? >.< Are you a black devil lol? Do you need some domain space with an official e-mail address? I own/run torque3d.net and am always happy to give someone an e-mail address (i.e. luis@torque3d.net)Let me know Luis... e-mail me at lethedethius@gmail.com (I have this linked to my phone), and you can count on my support-I just want to see some further progress before I contribute.
#10
This Monday I'll upload it to GitHub.
To whom it may concern:
If anyone needs to contact me, you can do it in the mail associated with donations.
@James. I appreciate your offer to the mail, but for now I'm too busy to change mail address.
09/28/2013 (4:31 pm)
Support for Codeblocks completed :DThis Monday I'll upload it to GitHub.
To whom it may concern:
If anyone needs to contact me, you can do it in the mail associated with donations.
@James. I appreciate your offer to the mail, but for now I'm too busy to change mail address.
#11
For compile on Codeblocks:
A better explanation comming soon, sorry.
10/01/2013 (10:30 am)
New update on Github: github.com/LuisAntonRebollo/Torque3D/tree/dev_linux_opengl- Fix: Horrible performance bug in X11Window.
- Add support for Codeblocks IDE
For compile on Codeblocks:
- Install codeblocks
- Execute generateProjects.command
- Codeblocks workspace are on build/codeblocks
- Codeblocks debugger have problems if filepaths have spaces.
A better explanation comming soon, sorry.
#12
10/01/2013 (12:08 pm)
Great work!
#13
10/01/2013 (1:33 pm)
Wow, I really really need to set up a Linux environment that isn't in VirtualBox :P. This is fantastic work!
#14
Even though for a while advanced lighting was screwed up from the first commit on D3D, on basic lighting I'm getting around 350+ fps in the empty terrain level on both graphics drivers.
(Debug Build of the engine)
gpu/cpu:
NVidia GT 640 @ 2GB
Intel I5 @ 3.00GHz
10/01/2013 (2:16 pm)
Awesome work Luis, by the way your openGL port works great. I've been using it since the first port you've committed.Even though for a while advanced lighting was screwed up from the first commit on D3D, on basic lighting I'm getting around 350+ fps in the empty terrain level on both graphics drivers.
(Debug Build of the engine)
gpu/cpu:
NVidia GT 640 @ 2GB
Intel I5 @ 3.00GHz
#15
10/01/2013 (3:30 pm)
really?! wow, that is good. i really need to play with that.
#16
Anywhere that says openGL is slower than D3D, they are wrong at least for my case XD
10/01/2013 (6:43 pm)
@Demo I know really, the performance of openGL practically matches D3D at least on my PC lol.Anywhere that says openGL is slower than D3D, they are wrong at least for my case XD
#17
10/01/2013 (7:17 pm)
OpenGL performance usually comes down to the video hardware manufacturer's driver support at the final cut. For a while many manufacturers lagged on OpenGL support because the committee was dragging their feet while Direct 3D was forging ahead. Developers were not bothering with it and it really took a "popularity beating." Now that the committee has started moving forward with the spec and more manufacturers are supporting it again it is getting better.
#18
10/01/2013 (7:21 pm)
Ah okay, thanks Richard.
#19
10/08/2013 (3:05 am)
I've been working on mouse&keyboard input and working on a demo for Linux, but it has occurred personal problem that will keep me away from the computer a couple of weeks.
#20
EDIT: I forgot to say, that was using the Make_Ded makefile since Make doesn't seem to make a makefile in it any more :P.
10/08/2013 (2:38 pm)
Finally managed to install an Ubuntu dual-boot. Getting some compile errors related to SDL on the latest dev_linux_opengl branch though. The last one is in x86UNIXProcessControl.cpp:83 'SDL_Quit was not declared in this scope'. I'll see what I can fix on my own. Also trying to install Codeblocks, so I'll see if that lets me compile.EDIT: I forgot to say, that was using the Make_Ded makefile since Make doesn't seem to make a makefile in it any more :P.
Vincent Ellis
www.garagegames.com/community/forums/viewthread/135120