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Torque 3D Development - Release!!!

by Brett Seyler · 09/28/2009 (10:33 pm) · 335 comments

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We're finally here. Release day!

Download the Torque 3D 1.0 release from your account now!


It's been a bit quiet for the past month while we sprint to the finish. I've been in Europe demoing Torque 3D to publishers, studios and the press (you'll hear more about this soon). Meanwhile, the whole team here has been putting in a monster effort to bring you the most stable, solid release of Torque ever.

If you've already made the jump, you know that this is a whole new breed of Torque. The tools are ground breaking for development productivity. The content pipeline gets your art into Torque at light speed and live asset updating lets you iterate on your content in tools of your choice and watch them update in Torque instantly.

What's Inside

If you've been following these dev blogs, you've seen almost every feature of Torque demonstrated first hand. You can also find all these details neatly organized on the Torque 3D page as well. So down to details...here's what's in this release:

Engine
Advanced Lighting*
Particle System
Revamped Terrain System
COLLADA Import Pipeline
Audio API
Improved Material System
Improved Skinned Mesh Performance
PostFX System*
Improved Water Blocks and Planes
Physics (via PhysX)*
Live Asset Updating

New Tools
River Editor
Road Editor
Datablock Editor
Decal Editor
Particle Editor
Material Editor
Shape Editor
Viz Toggles
Collada Exporter (for Interiors)

Improved Tools
Terrain Editor
Terrain Painter
Object Editor
GUI Editor

Publishing**
Windows (D3D)
OSX (OGL)
Web (FF, IE, Chrome, Safari)

Projects

PhysX:
Cloth
Room

FPS Example:
Burg
Blank Room
Deathball Desert


* Limited or N/A on OSX
** Console licenses for all major platforms available separately.  Contact licensing@torquepowered.com for details.

FPS Example? Yes. If you've been a part of the beta groups, you've seen "FPS Genre Kit" as a project in previous builds (including Beta 5). We are planning to build out a much more robust and complete for-pay "FPS Genre Kit" (with improved functionality and documentation), but we want to minimize confusion between the projects. "FPS Example" has all of the same functionality as "FPS Genre Kit" from the betas. What you're seeing here is less content, but primarily a renaming.

Now, some of you are wondering "what's Burg?" Here is your answer...



In a couple weeks, we'll also be releasing Rasmus Deguchi's War Machine demo. Check it out here:



What about...


Gerhard's stuff
From the beginning, we've been very impressed with Gerhard was able to do with older version of Torque. I had hoped to ship Torque 3D with at least one demo of his stuff, but we encountered a few obstacles. Gerhard lost the artist he was working with and on the programming side, we struggled to keep his projects compatible with the Torque core, particularly GFX. Demos like "Wetness", "Depth of Field", "SSAO", and "Soft Particles" all showcase some great artwork and clever extension of Torque. We now have all these technical features in this release and neatly integrated in the PostFX system, with the exception of Wetness. We're going to follow up on that and build a nicer, more flexible implementation of Wetness into PostFX. See the discussion of that here. Much <3 to Pat Wilson and Sickhead for doing all this kickass PostFX stuff, including Light Rays, Scatter Sky and yes, even lens flares / coronas.

Undercity Demo
The Undercity Demo was built primarily to show at GDC last March. We're really proud of what Logan put together for us and we're looking at doing more work on this demo before releasing it either as part of the forthcoming FPS Genre Kit, or as a FPS Example.

Pacific Demo / Forest Kit
The Pacific Demo is built using Sickhead Games' Forest Kit foliage technology add-on. The Forest Kit is slated for a release to coincide with Torque 3D 1.1. This branch is already being actively worked on and you'll hear more about both the 1.1 release and the Forest Kit add-on in the coming weeks. Tom's already posted a nice teaser showing ground cover materials being properly lit by both Advanced Lighting, and Basic Lighting, all with wind animation.

Barricade Demo
The Barricade Demo was originally built to show off Torque technology circa 2006. Yikes. Sickhead Games are working on an updated version of this to be released in the near future.

Warrior Camp Demo
We never got to a point where we were satisfied with the way this looked, so it's been paused until we decide what (if anything) we want to do with it.

Luma's Racing Kit
Still in the works! Luma's been jamming on all kinds of other cool projects, including Rev, but they are working on finishing the Racing Kit in the next few months.


How is Torque 3D licensed?

The Torque 3D 1.x license is currently posted on the Torque 3D page. You can view it there. This document governs the Professional and Studio licenses. You'll find no reference to the "Basic." Why? As I've mentioned on several occasions where it's come up, we were never really hot on the spec for "Basic." It confuses the primary product spec ("Professional" and "Studio" share identical features) in creating a feature delta and frankly, the number of people who've jumped on the "Professional" license has convinced us that a "Basic" version is not really needed. What you'll see contemplated in the EULA we've posted is an "Artist" version instead. What we're considering here is offering a binary only, full-featured version of Torque 3D for $500 / seat. Discounts for owning prior versions of Torque would apply.

If you'd like to make your opinion known, log your vote in the form below. We'll defer making a final decision about this for at least a month or two.


No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.


What's Next?

A couple weeks ago we spun up an official Torque 3D 1.1 branch for work in parallel to the 1.0 release. The primary goals for the 1.1 release are:

1. Performance and optimization
This will mostly be targeted at improving Advanced Lighting (shadows), but the uber geniuses at Sickhead and GameClay keep coming up with ways to get cycles back all over the place. Don't be surprised to see huge improvements (over the already great performance) on mainstream hardware and embedded devices in the next couple releases.

2. Usability improvements
We've a bevy of new tools and we're not silly enough to think we did everything perfect the first, second (or 50th) time, so go, use them. Tell us what you like and don't like. We'll keep improving until they are as perfect as they can be.

3. Particle System refactor
This has been in the works for months actually and Pat (with the help of pureLIGHT) is preparing a fully awesomed-out particle system for 1.1. I'll save going into the spec for a separate blog, but it's going to be all kinds of hawt. Here's Pat showing off wiring up 150 point lights in a PhysX "Lightfall."

4. Core improvements necessary for compatibility with Forest Kit
These are ongoing, but expected to wrap with 1.1 and coincide with the much anticipated release of Forest Kit by Sickhead.

5. OSX feature parity
We're obviously a *little* disappointed we weren't able to get Advanced Lighting to run well enough on OSX to ship with this release (see Alex Scarborough's forum post on Advanced Lighting for details), but we're confident that Torque 3D is the best game engine ever released for OSX games. Basic Lighting (what you're seeing in the Burg Demo) is really a very advanced, very fast forward renderer capable of more than any previous lighting system we've had. Objects and materials can recieve up to 4 lights at a time and each light can cast projected shadows optionally. We'd also like find a workable cross-platform solution for physics. PhysX supports everything *except* for OSX, so we're likely to look at Bullet in the next few months. In all likelyhood, we may never achieve feature parity, but we'll push OSX as hard as it can be pushed for you guys, and then we'll push it harder.

The developer community is already on Torque 3D in a big way. Here are some highlights from past weeks you might not have seen. As always, cool, well made stuff contributed back will go into the core for everyone to use.

Particle Ripples | Parallax Terrain | Lens Flare & Coronas | Daniel Hopkin's Project | Song Yongjin's Project | Cartoon Project | Huge Terrain & Lots of Lights (<3 Danko) | Tom's Pretty Terrain | Deepscratch's PostFX | Brian Mayberry's Project | Yuri's GMK | Konrad Kiss's Xenocell | Gareth Fouche's Sewer Level | Jeff Faust's AFX | pureLIGHT (the incredible) | Violent Tulip's Verve | Travis Vroman's Blizzard Job Application | OMEGADOG!

Special thanks to Sickhead Games for contributing more to this release than I thought possible. You guys rock!

Torque 3D development blogs:

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

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#321
10/10/2009 (11:21 am)
Thousands of people did not buy T3D and never will.
#322
10/10/2009 (12:51 pm)

@TheOne
Sigh... people like you...

The RealmCrafter Pro forums are here. You're welcome to litter the place there. Nobody neeeds your comments here.
#323
10/10/2009 (12:53 pm)
@TheOne
As a RealmCrafter licensee, I cannot imagine choosing it over Torque,
Unity, C4 or Irrlict. The drop-in interface for loading graphics is nice, but nothing that hasn't been done in Torque 3D or Unity far better; and the networking model is not nearly as scalable as needed for a full-scale MMO without significant changes (which would also be needed for your specific MMO's structure and organization using any engine; Hero and BigWorld included, though they have spent millions targeting that market specifically.

RC is a nice engine for inexperienced devs to get their feet wet in developing a simple networked RPG, but the ceiling is hit very quickly by experienced developers. I know several developers who have switched to TGE, TGEA, and Torque 3D over the years who are actually able to make their MMO's now. Same with people who have moved from RC to C4 or Unity. I also know quite a few teams who have modes to open-source technologies like Irrlicht or ioQuake3 as their bases.

I know that your purpose is to troll the community, so I welcome you to head back to the RC forums and scream "RealmCrafter represent!" And have the majority of the community there ignore the comment in the flow of actually making a game and not trolling other communities. Because most of the regulars in the RC community are pretty nice, rather solid dev's who are toiling away on their games; not 4Channing other dev communities.
#324
10/10/2009 (2:05 pm)
farm3.static.flickr.com/2591/3998634080_a4de0df66a_o.jpg
#326
10/10/2009 (5:36 pm)
@Pat: Good lord I would buy that poster.
#327
10/12/2009 (6:11 am)
When can we get T3D R1.1? I almost can't wait any more...
#328
10/12/2009 (12:06 pm)
Honestly, I think you guys need to stop spending so much time arguing with the way GG wants to do business. If they want to try it this way, then let them.

Your energy would be far better spent using/contributing to various open source game engine products. Nothing is cheaper than free. I think that if you believe that the community contributes so much to Torque, and this is somehow a betrayal to the community, then why not move the community members who want to be respected to an open-source project?

I got in while the getting was good. $505 is a pretty decent price for this engine. While I'm sad to see TGE/A will be completely discontinued, I honestly was expecting something like this. It was kind of foolish for the majority of you to believe anything less. Again, if you want this to never happen to you again, use an open-source engine. Ultimately GG has control of their engines, so they can do whatever they want. If you used an open-source engine, though, there would be no fear of it preventing new users from joining in. Plus, to all of you requesting Linux support, open-source projects usually already do that, so celebrate.

Also, to you guys who are saying that there should have been a beta 6 or RCs before they released: Guys, it's T3D 2009, and there's only 2 more months left in the year. They had to release it ASAP. Now they can safely start work on T3D 2010 in 6 months, get your $300 to upgrade to it, and actually have time to get it out in 2010 as well. *crossing fingers for DX10 support (realizing DX11 support would be pushing my luck)*


So, congrats on the 1.0 release of T3D, GG.
#329
10/12/2009 (2:21 pm)
As a technical point. DX10 will never, ever happen on Torque. It is a totally worthless API. DX11 can operate at DX10 or DX9 feature levels. I am not sure why DX11 would be pushing your luck, but DX10 would be on your wish list.
#330
10/12/2009 (10:52 pm)
@Pat. Should we take that to the bank?
#331
10/13/2009 (4:53 am)
The graphic engine is amazing, I'm very impressed, the tools are quite excellent too. These things are definitely worth their price (which I can't afford u_u). Too bad that the scripting seems to be still so close to the TGE scripting (meaning source code required for any big gameplay change).
#332
10/13/2009 (2:52 pm)
@David, stop being modest, Realmcrafter blows chunks. ;). I also own a license to pro and standard. probably one of the most wasted investments ever. been out for 5 or so years, not one quality project made from it. that should tell it all.
#333
10/13/2009 (3:18 pm)
@Thomas: I am not sure what you mean. I didn't mean to imply any promises of DX11; right now that is out of the scope of Torque3D. I mean, have you seen the flack we are taking for even offering Advanced Lighting as an option? I can't imagine what would happen if we suddenly required people to code in Shader Model 5 and have an even newer graphics card, or Vista/Windows 7.
#334
10/14/2009 (12:43 pm)
@Pat, I meant about the Dx10 never, ever, ever being in T3D?

"As a technical point. DX10 will never, ever happen on Torque."
#335
10/14/2009 (2:52 pm)
Ah, yes you can take that to the bank. DX10 will not happen in an official version of Torque. There is simply no reason at all to support it. DirectX11 can work with the same exact hardware, on the same exact operating systems, and (at the same time) provide compatibility with DirectX9 hardware, and be forward-looking to DirectX11 hardware.
#336
10/16/2009 (3:41 pm)
Haven't been around in a while and im sure some of you would like it to stay that way, but I just couldn't help myself from posting a reply to this.

#1 Grats guys, Torque 3D looks high-speed. (military term)

#2...

"The truth of the matter is we don't want to be "The cheap engine." We don't want the perception of being "a step above open source but a mile away from Unreal." We want customers who look at the Torque 3D's feature set, look at Torque 3D's tools and art pipeline, compare them with other commercial engines and choose Torque because it is an incredible value-- not because it is cheap."

Translation - I have no faith in GarageGames, Licensees or the Community to make a high quality product with Torque3D preventing it from looking like a cheap 3rd rate game engine. So our solution to this problem is to raise the price. Cheap game engine no more.

I'm not saying that's how it is, but that's sure is how it looks.
#337
10/17/2009 (10:04 pm)

Awesome engine!, I am loving it, new editors are a blast. Much easier to work with than I remember in TGE, didn't mess with TGEA that much so can't really compare there. Looking forward to adding PureLight.



Note to self: At some point, sleep &)

#338
04/06/2010 (9:19 am)
hi
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