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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.

#101
09/29/2009 (9:39 am)
Quote:
Even Microsoft doesn't sell Windows 98 anymore. Neither TGE or TGEA represent what we want with Torque any longer. Torque 3D is the present and the future.

FYI: Microsft still sells XP which is obsolete by TWO versions at this point... why??

Because it works and because people love it!

Like I said before, Sadly I understand why TGE is being cut... but TGEA??

I will not be buying T3D, unless you can price it around $150 for my current upgrade price.(where TGEA happens to be)

What happened to the Indie aspect of Torque?? $1,000 for your only product IS NOT indie, especially when you have TGE and TGEA that are PERFECTLY good engines to be used for that category.

It's not like you all actually "support" TGE anyway its more about the community helping ourselves, and the TGE forums are still buzzing IMO, and people are still making there dreams.(including me)

So don't crush those dreams by crushing our future hopes of upgrading!
(T3D is NOT an option in my book, unless you magically add it to my account)
#102
09/29/2009 (9:51 am)
At least push the TGEA cut to next year!(meaning 12 months)

I think my main goal in creating video games is not to stay state-of-the-art, but to make a fun game that can run on older computers, because not everyone has a state-of-the-art computers. (unlike GG thinks obviously)
#103
09/29/2009 (9:54 am)
What can I say? Nice bells and whistles in T3D.

But, darn... I was seriously considering TGE/TGEA. Now, that chance is gone with the wind. Without a warning. Just like that. Sad.

Will I dish out a thousand smackaroos for T3D to see if I could make a future out of professional game development?

For now, it's an emphatic NO!
#104
09/29/2009 (9:59 am)
Its ok CSMP, i know several folks that are using TGEA for their projects, mostly becuase the 1k price tag is out of their ball park. But current projects dont seem to matter with GG, Brett has already confirmed that if you need a license you can still contact him and he can possibly work something out.

For the love of god, just leave TGEA still available for Sale. ok TGE i can understand, dispite the fact that We are still using TGE with AFX as our base, for our projects. Mostly becuase t3d hasnt been ready, and TGEA is still well broken. And frankly 1k for each new programmer is a bit out of the question for alot of indies. Teams such as Sparkling and myself, we dont have alot of money to develop or work on games like Visions or Fantasci were we have 5-6 programmers and several artists. But with this new setup. We might as well hang it up becuase we dont have the cash to rebuy licenses for the entire team much less artists, even at 500 bucks. Dont you guys know there are players with 18% unemployment in the US, Myself i have to pay for my development by running blood at the hospital (im a house dad).

So I can see from one point of view why GG wants to not have to upgrade TGEA, or tired of being the champion of a "Cheap engine" thats won more awards under the sun, but hey, lets get rid of these things.

The big question is. What do we do with our license once they are officially no longer being sold. TGE specifically since Fantasci is using that license. Is it being held closed or is it at least being considered to be released as a free demo, so folks can move on with it in development? or does GG still going to sell it ie "sure we will still sell you a license if you need one for your team, but we arent going to sell it anymore." You cant have your cake and eat it too. or can you.. i could never figure that out.

T3d is a great engine we all know that. But cutting the lower end of your customer base to force them to buy t3d(and lets get past that, oh you dont have to buy t3d, there are other engines out there) is just a slap in the face imo, to those that have been working hard using your TGEA and TGE engines on their current projects, and just cant afford to provide 1k for each of their programmers.
#105
09/29/2009 (9:59 am)
Congrats on the 1.0 release :)

As soon as my Raid 5 Rebuild is through, I'll definitely give this version a go too :)


About the cut of TGE and TGEA: Fully agree that TGE should go.
But as others have pointed out, I'm a bit disappointed to see that TGEA is declared "gone" at the same time. Until yesterday it was your primary 3D technology, with various 3rd party addon developers building upon it (like the still pending AFX 2.0 release) and I really don't see anyone beeing happy with TGEA just beeing cut to force people into T3D.

TGEA might be old and not performance wise up to T3D BL, yet TGEA still serves an important userbase, the aspiring game developers that first want to learn the basics to expand upon them and go with T3D at some point when they realize that they want much more visuals.

You are only forcing people into C4 (which now is significantly cheaper and comes with a more than just slightly more powerfull terrain system and matereial / artist friendly shader creation end than t3d for example ) with this forcefull step instead I fear ...
#106
09/29/2009 (10:02 am)
i would also like to point out the the t3d license still doesnt include items like the FPS kit and Racing kit, the forest kit and a multitude of other addons, on top of its 1k price tag. So its not just a 1k price tag that someone who is entering the T3d arena. just food for thought.
#107
09/29/2009 (10:03 am)
This might not be the most appropriate place to bring this up, but this is the first time I've seen the T3D license and there seems to be a few strange restrictions.

Quote:A license of the Software must only be used on one computer simultaneously. A license of the Software may be installed on a total two computers or virtual machines simultaneously. You may copy the Software for back-up or archival purposes.

If everyone using the software has to be licensed, then why restrict the number of computers we may install on? In addition, so long as the user of the software is licensed, why restrict how many computers he/she can simultaneously use the software on?

As the licensees are developers, who more than likely have multiple development machines, this seems like a strange restriction.

I have several machines which currently have check outs of current projects, machines that whilst only used by me would violate this clause of the T3D license.

Just having build environments for Mac, Linux and Windows would require 2-3 machines depending upon dual booting. Multiplayer testing can require 3+ machines for debugging problems with servers/client.

I'm sure you're already aware of these requirements and possible a number of cases I've not thought of, which is why I find it odd such a restriction exists in the license.

Quote:Prior to issuing any press release, Licensee shall submit the proposed content of the release to Licensor for approval, which approval shall not be unreasonably withheld.

Is this honestly saying that we cannot make a press release about a product built using T3D unless GG provide prior approval of each and every press release?

I hope I'm just misreading that clause. It does say permission will not be unreasonably held, but we have no way of knowing what you may or may not consider reasonable reasons for withholding permission.

Quote:(h) Licensee may not distribute any Torque 3D editors, including but not limited to the World Editor, Shape Editor, in any manner. Rights to distribute such editors may be obtained separately by emailing licensing@torquepowered.com.

Having discussed this restriction a few times in the past, I do understand the need for it. However, could you confirm whether the following would be allowable.

We build custom editors for our game which includes an editor that replicates a lot of the current world editor functionality. If we adjusted our editor to obfuscate the .mis files making them incompatible with stock versions of T3D, would we be in the clear to release our tools to allow gamers to create new levels for our game?

On a more positive note, I'm glad to see the Basic/Binary only version has been canned and that the non-game clause has been taken out of the license :)
#108
09/29/2009 (10:12 am)
HUGE thanks to Brett, Matt, Jason, and Deborah, who contributed to 30+ Torque 3D development blogs over the last 10 months! T3D is the best Torque engine to date, for so many reasons, and much appreciation goes out to these folks for providing so much transparency along the way.
#109
09/29/2009 (10:14 am)
Great work GG peeps! Congrats on the 1.0 release.

I must say I am somewhat torn on the TGE /TGEA removal. I fully understand your reasoning and mostly agree with it due to your stated goals.

What's to become of the GG store?
#110
09/29/2009 (10:45 am)
I guess Torque X will become the engine of choice for those who can't affoard T3D.

TX2D - $150
TX3D - $250

Although it's beeing advertised more on the XBOX, these two engines can create games for windows aswell using XNA.

The MAC and LINUX people can't use it though.
#111
09/29/2009 (10:57 am)
Awsome....looks like i went to bed too early last night lol.
#112
09/29/2009 (11:00 am)
yaaawwwwwnnnn ... wha ... what happened? Need tea ....

@Sparkling on page4 - Dawwww, Cute sharks!

Now to list all the bugs ... to the Private Forums Batboy!
#113
09/29/2009 (11:14 am)
Quote:(h) Licensee may not distribute any Torque 3D editors, including but not limited to the World Editor, Shape Editor, in any manner. Rights to distribute such editors may be obtained separately by emailing licensing@torquepowered.com.

so, if i make a game, and i want to people make levels (mods), i cant distribute the world editor?, separate license? how much $$$?
#114
09/29/2009 (11:17 am)
Is the final price for TGEA owners going to be the $705 or is that limited as well?
#115
09/29/2009 (11:22 am)
My engine of choice for now will be Adobe Flash cs4. Its free because I own the license and it can do enough 3D. It also works with facebook so its reaching a huge market.

I also plan to change my work over to blender and use their built in game engine. Sorry, I'm abandoning all GG products if there is Tgea will be sunsetted. I too wonder what will happen to all the great content that that has been made for the store. If collada is the future, that eliminates DTS content for the most part.

I tried the demo. I liked it, but I can't say once you add the 705.00 plus purelight, that the price tag is very appealing. Maybe in the future when I have enough money to run a small country I could afford it.
#116
09/29/2009 (11:27 am)
@CSMP

T3D with basic lightning can entirely replace TGEA.
Moving to TGEA now is a waste of time (and money in future).
Of course this product can not be sold for $150,because no one works/supports for free.

The price .. well $1000 does not sound like an indie price.
GG at least can provide T3D version with only basic lightning at a lower price.
#117
09/29/2009 (11:39 am)
Congrats on the engine, and Im not going to question your business strategy, Im only going to say that if you want everyone to jump to the T3D ship (we have allready done so) please update the documantation and give us all th info we need to make our unique games with your engine.

* I have yet to check T3D V 1.0, if this subject is allready fixed pay no atention to my post
#118
09/29/2009 (11:44 am)
T3D in no way can replace TGEA, because I will not be spending $850, Period.

BTW: to everyone saying TGEA is not worth it, T3D is not worth it IMO... so i guess it goes both ways.

I'm using TGE and dont have any set date to upgrade to TGEA, but I would like to know when I do that it has all the Features and Content packs that are available right now.

It seems that the community is making just as much progress creating TGEA into something differant on its own, but again im in no rush to upgrade.
#119
09/29/2009 (11:45 am)
Congrats, You guys have done a bang up job. Downloaded and the fun has begun.
#120
09/29/2009 (11:47 am)
yah but thats not what they are saying. There are alot of products, teams and individuals that are pretty much going to be without a engine as of Nov 1st, and there is no sign of actually seeing a TGEa fix, unless you count a upgrade to t3d the big fix.

I want to point out another thread where this whole picture becomes relavant.

www.garagegames.com/community/forums/viewthread/57404

while Davey addresses the price issue with the cursory and mandatory..

Qoute
"While it is true that Torque 3D will still be more expensive than previous versions of Torque we have remained mindful of the constant budget pressure that schools face and attempted to adjusted our academic pricing accordingly. If meeting our listed academic pricing would prevent you from adopting Torque at your school, please contact us directly at education@garagegames.com and we will do our best to work with you."

A school might be able to afford a package deal, but those individuals that want to start out early, and mom and dad cant afford a spanking new t3d license, much less put food on the table and pay the morgage. Not retaining a low cost, PROVEN, and stable engine for those individuals, goes against everything GG has said in the past. Yes the Torque engine is one of the best engines for its cost. But cutting your nose to spite your face, isnt a answer to your money issues. Post the update for TGEA, keep it as your budget answer. and offer T3d as your big Main product. But its come down to a answer, whats the easiest route that funnels the most money. From a business stand point great. From a community stand point, i cant see any reason, not to actually just keep 1.8.1 as a budget option.