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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.

#81
09/29/2009 (4:58 am)
Brett must use 'direct deposit'. :D

//edit: I liked that comment Brett.
#82
09/29/2009 (5:07 am)
.
#83
09/29/2009 (5:23 am)
It would be good to keep the TGEA forums for legacy and community support reasons, even if the engine is not supported by GG. At least for the next year or two. It gives people a deadline to finish their existing projects before moving over to Torque 3D by which time should be truely amazing!

PS. Congrats of the 1.0 release of Torque 3D !!
#84
09/29/2009 (5:34 am)
Just tested the material system...
..all the bugs i reported are fixed.
Pat Wilson for president!
#85
09/29/2009 (5:37 am)
Congratulations on releasing an amazing AAA engine without the multi-million price-tag! What else could any indie wish for?

Thanks for the shout-out, Brett. Wow, I'm so gonna celebrate this!
#86
09/29/2009 (5:43 am)
Wow, very good to hear T3D is out! I can finally try this very promising engine. I'm downloading the demo right now but by reading features list I hope I can use T3D as soon as possible for a commercial game. :-)

Maybe I missed some development posts but in features list I can't see OpenGL support for PC. Is it correct?
#87
09/29/2009 (5:43 am)
Congratulations for reaching public 1.0 step !

And thanks for your commitment to Mac OSX platform; thanks for the shadow filtering in Basic Lighting : I missed it seriously.

Now, full steam on 1.1 target ! ;-)
(in the mean time, I have to use and produce with 1.0 of course).

Nicolas Buquet
www.buquet-net.com/cv/
#88
09/29/2009 (6:04 am)
@Giuseppe: The PC version uses DirectX, where the Mac version uses OpenGL.
#89
09/29/2009 (6:16 am)
Congratulations on going gold.

Keep up the nifty work ;)
#90
09/29/2009 (6:17 am)
Congrats on the release all

Sorry to hear about TGE/A (they're both great) going away but i understand the move

Out with old in with the new

Understandably, T3D is not for every pocket that could affoard TGE or TGEA but it's great value and i believe those who are using it for more than a hobby will get their money back soon. Not to mention the incredible gain in development time.
#91
09/29/2009 (6:26 am)

Looks great!

But I also am slightly disappointed to see that there's no version I could afford right now. Looking forward for the artist version though, if that will be published.

I'm a bit puzzled about the support to other platforms as well. If I wanted to develop to, say, iPhone, then I would have to buy the iPhone version as well? So that's $1,000 + $650 = $1,650 to go mobile with T3D?

Did I interpret this correctly?


#92
09/29/2009 (6:43 am)
What about those of us planning to buy the TGE/TGEA commercial licenses since the indie license won't be enough soon? Will this be unaffected? Or are we screwed?

Edit: Looks like we already here. I'm not going to pretend I'm surprised.

Tried to purchase TGE commercial and this is what it tells me:
Quote:
Torque 3D includes access to TGEA and TGE, you do not need to buy them separately
#93
09/29/2009 (7:21 am)
POP THE CAMPAIGN!
#94
09/29/2009 (7:24 am)
Hi All,

I just wanted to put my two cents forward regarding the new pricing plan. I certainly hope that at a bare minimum, the "artist" license is offered. What concerns me however, is the high entry cost for new developers (I.e. new garage games customers). It's all good charging $1,000USD/$500 USD for those that have previously purchased a Torque engine license whom qualify for discounts, however, for other non-commercial developers, the price could prove prohibitively high.

For people like me, who do not currently have a "discount compatible" license (I only have Torque 2D license). The $1000 entry cost price point is prohibitively high for a hobbyist/enthusiast like myself. I picture myself when I was at university a few years ago and there is no way I could ever dream to purchase a license on a pizza delivery drivers wage. Even now that I have been working as a programmer for three years and am becoming well established in my career, $500 entry point is a little steep for a "hobby" game developer. Whilst I could probably afford to splurge and buy a cheaper "artist" license, I'm sure my partner would not feel the same way when she finds out :P

Since I first learnt of garage games in 2000 I was inspired about how a community and company existed which aimed to provide a low cost entry point for aspiring game developers. I fear that without a low cost entry point, new "indie" customers will be turned away.

I think the previous price points were quite reasonable for entry level developers and I would hope garage games would consider something along the lines of an educational license, where newbies, students, indies and enthusiasts can "give it a go". Even if on a cheaper "educational" license, anything produced may not be sold, for example. I know I would be happy to pay around $250USD for an "educational" license and when I feel I have something I want to further develop or have a complete product I want to take to market, then I would upgrade my license to the full $500/$1000 license.

The final point I would like to make/address is where Brett mentions that "frankly, the number of people who've jumped on the "Professional" license has convinced us that a "Basic" version is not really needed". I think this is an unfair point, as the "basic" license was never offered during the pre-order/beta periods, so you can not compare what the uptake of "basic" would have been like. I for one was waiting for the 1.0 release of "basic" before I considered purchasing a license, as $500USD/$1000USD is a lot of money for me to outlay, when I will probably never sell anything I create.

I'm not suggesting that garage games should not charge $1000 for commercial licensing or even indie licensing. You are in business after all and a profit needs to and should be made. By all accounts, from what I have seen in the series of development blogs, Torque 3D is a brilliant looking product and an exciting development and deserves to generate you a substantial income, however, I fear that the "garage" developer may be left out in the cold under the new pricing structure.

Chris
#95
09/29/2009 (7:32 am)
Simply AWESOME !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Congratulations and a big thanks to everyone who's put so much work into making Torque3D happen. Guys like us wouldn't be able to create our own games without guys like you 8)

BTW, The Burg level is stunning !

Harv
#96
09/29/2009 (7:38 am)
@Chris K

I agree and I think the current count of votes for the "artist" license give some idea, what the response for the basic license could have been.
#97
09/29/2009 (7:44 am)
Well done gg on the 1.0 release and great work on it's lead up with the beta as well as taking into account the communities feedback prior and after release, can't wait for TGB's turn now! :)
#98
09/29/2009 (8:59 am)
Quote:
Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.

I'm sorry guys, but I'm almost speechless...


How can you make TGEA unavailable?

There are many of us that have not upgraded to TGEA yet and you would be taking that away from all of us that were sticking with our own projects rather then upgrading every chance.

I can understand TGE, but just because you have a new engine your going to disable everyone from using your other worthy engines??



I can not say what i truly think of the above statement without wanting to converse with you all in the manner of a pissed off sailor.
#99
09/29/2009 (9:04 am)
Quote:Should Torque 3D have an 'Artist' version for $500 / seat?

Would "no" be a vote for artists having to pay the full price to license pro with source, or, would "no" be a vote for artists been able to have free access to a binary only version of the tools, so long as they're working on a project with a fully licensed developer?

Great to see T3D hit 1.0 though :) I've been hearing a lot of good things about it.
#100
09/29/2009 (9:25 am)
Great job GG!

About TGE and TGEA removed, I don't really care so much, I wouldn't upgrade from TGE to TGEA, not enough new features, but upgrading to T3D is something I will do! Sure the upgrade price is higher, but almost everything is upgraded!

Can't wait to get it!