Torque 2D Development Series
by Michael Perry · in Torque Game Builder · 07/30/2009 (10:47 am) · 33 replies

Hey everyone! We have started our Torque 2D Development blog series, very similar to our Torque 3D coverage. I created this thread to make it easy for newcomers to see what blogs have been posted without searching through the actual blog section. Please check the employee blogs regularly for updates, but if you miss one this will be the place to go:
#1 - Torque 2D Development - Real-Time Networking
Welcome to the first of many blogs about the development of Torque 2D. We've taken some of the best practices we've learned from developing Torque 3D and are giving you early glimpses of what's to come for Torque 2D. Expect lots of info, tidbits, and 2-way conversations as we kick off this first of many Torque 2D Development Blogs.
#2 - Torque 2D Development - Expectations
This is the third entry in the Torque 2D Development series. In this blog, we will examine what Torque Game Builder has accomplished and how Torque 2D will become the "be all end all" 2D game engine.
#3 - Torque 2D Development - Integrating with Torque 3D
You may have heard that Torque 2D is being built off the Torque 3D codebase. We talk about what the means for Torque 2D, and how that will affect the Torque 2D feature set inside this development blog.
#4 - Torque 2D Development - Editor Design
The last Torque 2D development blog reviewed the integration work that is happening between Torque 2D and Torque 3D. Here, we discuss what that means for Torque 2D's new editors.
#5 - Torque 2D Development - Box2D Overview
Torque 3D got a major push with the development of an abstracted physics layer, including an integration with PhysX. Our engine mastermind, Melv May, decided to give Torque 2D similar treatment. This blog is dedicated to his implementation of Box2D in Torque 2D!
#6 - Torque 2D Development - 2D Model Overview
In the last blog we announced that our new 2D engine would use Box2D as the physics core, inheriting all the physics goodness that it provides. Today we want to give you more detail on both how and why we did this.
#7 - Torque 2D - Resetting Our Sights - New R&D Tech Video, time line announcement, GDC plans.
#8 - Coming Soon
About the author
Programmer.
#22
10/11/2010 (4:36 pm)
I agree with Giuseppe... I've been with TGB for the last few years so I'm sticking with it for now, but when I see things like Unity growing quickly in both technology and following and I see TGB announce end-of-life without T2D having so much as an estimate of when it will be complete... really makes me question whether I should hold or fold. I'm not saying that T2D needs to be done RIGHT NOW, but a once a month status update would go a really long way. Without this communication you may emerge from your dungeon to announce T2D is complete only to find that your customer base has moved on to other things. A simple post once a month can't be too much to ask to keep your customers, can it?
#23
Jason
10/17/2010 (6:43 pm)
I agree with both of the two above posts. There area a lot of game engines and game builders on the market now and I am seriously starting to consider purchasing some of the other alternatives because I have not heard anything about T2D in a long time. We need to have some kind of regular updates on the status of T2D.Jason
#24
11/04/2010 (4:45 pm)
Agreeing with the other posts about lack of communication. Many of us have been with this product line since the first beta, and planning our resources and strategies require risk mitigation. The risk of a project / product with this little of communication for us is that it never comes out of development. Especially when there was really good communication at first and excitement being driven, then nothing substantial on it in almost a year. We can appreciate holding your cards tightly so release dates and features are not "promised" , but without any discussions or excitement being driven,plus the lack of beta testing in the community or schedule , whats the community left to assume? At what point are whatever motivations that are driving this unusual quiet period more important than us?
#25
11/08/2010 (1:16 am)
as you expect, I agree with all of those posts but I have another thing to say. Please include lights (and shaders) like in your R&D video. I have waited torque 2d JUST for that ^^.
#26
It would be sad to loose all the work that have been done on torque 2d...the community need it! :)
11/20/2010 (10:02 pm)
I hope everything will be ok! loosing our job is never something good so I hope you find a buyer!It would be sad to loose all the work that have been done on torque 2d...the community need it! :)
#27
01/20/2011 (2:22 pm)
High fives all around, looking forward to more awesomeness!
#28
If so, when do you think we will see a release?
Jason
04/06/2011 (1:43 pm)
Now that GG has found a new home is development on this engine continuing?If so, when do you think we will see a release?
Jason
#30
Jason
04/06/2011 (4:47 pm)
I checked the above link and am glad to read that T2D is still being developed. I think the engine has great potential. I just wish it was more of a short term plan instead of a long term plan but I know these things take time.Jason
#32
11/25/2011 (3:11 pm)
Soo, i have been away from this website, and game development, for a couple of years now. I am quite confused so I would appreciate if someone could make this clear for me. Is Torque 2D the new name of what was known as Torque Game Builder? If yes, then why is this forum still called Torque Game Builder? What are the major differences and similarities between TGB and T2D? Thanks in advance.
#33
11/25/2011 (3:22 pm)
Torque Game Builder was re-branded to Torque 2D at the beginning of the year. It is essentially TGB 1.7.5. The forum name has stayed the same because changing it would require a wide-sweeping set of changes on the back end.
Torque Owner Giuseppe Bertone
DGform s.r.l.