Torque 3D Development - Release!!!
by Brett Seyler · 09/28/2009 (10:33 pm) · 335 comments
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 FPS Example: Burg * 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.
Special thanks to Sickhead Games for contributing more to this release than I thought possible. You guys rock!
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, and the Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Documentation
- Post #27 - Beta 4!
- Post #28 - Shape Editor
- Post #29 - Beta 5!
- Post #30 - Collada Import GUI Dialog
- Post #31 - 1.0 Release!!!
- Post #32 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#122
I interpreted No as an artist being able to freely use a binary version provided by the licensed developer for the duration of a project. It was late when I saw it last night and I'm thinking now that I might have interpreted it wrong.
Brett you might want to clarify what No means for the poll.
@CSMP
Just so you know, MS is taking a pretty hard line stance right now on XP sales. They are pushing Win7 and they're pushing hard. It's become extremely difficult to obtain XP now, and I should know because it's an issue I'm dealing with at work. They extended the cutoff date last year for XP sales when it became obvious that Win7 would not ship last year and no one wanted Vista. I don't see them extending that cutoff again.
09/29/2009 (11:48 am)
@GaryI interpreted No as an artist being able to freely use a binary version provided by the licensed developer for the duration of a project. It was late when I saw it last night and I'm thinking now that I might have interpreted it wrong.
Brett you might want to clarify what No means for the poll.
@CSMP
Just so you know, MS is taking a pretty hard line stance right now on XP sales. They are pushing Win7 and they're pushing hard. It's become extremely difficult to obtain XP now, and I should know because it's an issue I'm dealing with at work. They extended the cutoff date last year for XP sales when it became obvious that Win7 would not ship last year and no one wanted Vista. I don't see them extending that cutoff again.
#123
I hope they do not close ANY of the forums... even TGE.
(All of the forums are completely relevant, no matter what happens because it is all core tech and any of the info could be completely useful even to this day)
If they cut the TGE forums, then I guess there would be no need for me to even be a part of GG anymore.
(Which would be extremely sad because I've grown to love this community)
09/29/2009 (11:52 am)
@Scott, I completely agree with the whole XP deal... which is why they could cut TGE from there line... not TGEA, which I was explaining.I hope they do not close ANY of the forums... even TGE.
(All of the forums are completely relevant, no matter what happens because it is all core tech and any of the info could be completely useful even to this day)
If they cut the TGE forums, then I guess there would be no need for me to even be a part of GG anymore.
(Which would be extremely sad because I've grown to love this community)
#124
This is a valid statement. I had someone newly joining my development team tried to buy the "basic" license of T3D (which seemed to read it would come along with the TGEA) but could not order it. It was not a purchase option available on the website. He was not interested in the $1000 monster, it's just too far out of his price range.
So how can it be determined that the $1000 license is more popular when the $250 license was never offered?
For my project though we wouldn't be able to use the $250 license, we are not making an FPS. We are making an MMO. And Torque out of the box just is not capable of making an MMO - particularly not with our unique specifications - we have to massively modify the source to make it work for our specific needs. But I am very curious how GG can say they tested it and found that no one wanted basic when no one was ever allowed to buy basic? EVER?
09/29/2009 (12:01 pm)
Quote: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,...
This is a valid statement. I had someone newly joining my development team tried to buy the "basic" license of T3D (which seemed to read it would come along with the TGEA) but could not order it. It was not a purchase option available on the website. He was not interested in the $1000 monster, it's just too far out of his price range.
So how can it be determined that the $1000 license is more popular when the $250 license was never offered?
For my project though we wouldn't be able to use the $250 license, we are not making an FPS. We are making an MMO. And Torque out of the box just is not capable of making an MMO - particularly not with our unique specifications - we have to massively modify the source to make it work for our specific needs. But I am very curious how GG can say they tested it and found that no one wanted basic when no one was ever allowed to buy basic? EVER?
#125
Yah removal of the TGE or TGEA forums would be a huge loss. There is lines of code in there that i use extensively to get new ideas and also to answer questions (mainly due to the lack of documentation)
09/29/2009 (12:05 pm)
well, there was talk of TGEA documentation, but if they are no longer selling it to the general public, or supporting it, i guess that means no documentation, no bug fixes, and pretty much takes them off the hook for any future TGEA or TGE commitment of support. Thats the general line that i am hearing. Yah removal of the TGE or TGEA forums would be a huge loss. There is lines of code in there that i use extensively to get new ideas and also to answer questions (mainly due to the lack of documentation)
#126
I was considering buying TGEA for the use of the T3D Basic version.
(And for the TGEA complete engine upgrade)
09/29/2009 (12:06 pm)
Good point Sparkling,I was considering buying TGEA for the use of the T3D Basic version.
(And for the TGEA complete engine upgrade)
#127
I would like clarification on this as well.
09/29/2009 (12:11 pm)
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.
Quote: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.
I would like clarification on this as well.
#128
But When we tried it on my computer it ran slow, even with nothing on the screen I think the max was 40fps, Now the types of games I'm trying to create are not state-of-the-art by any means and my main goals are to keep a working engine across as many setups as possible.
The above seems completely opposite of what T3D has accomplished.
Which is why I would like the option of TGEA to be available later when more people have access to Shader enabled cards... which is not the case to this day.
09/29/2009 (12:19 pm)
I really don't want to seem like I don't like T3D, but a friend has T3D and I've seen it... It looks good, no problems there.But When we tried it on my computer it ran slow, even with nothing on the screen I think the max was 40fps, Now the types of games I'm trying to create are not state-of-the-art by any means and my main goals are to keep a working engine across as many setups as possible.
The above seems completely opposite of what T3D has accomplished.
Which is why I would like the option of TGEA to be available later when more people have access to Shader enabled cards... which is not the case to this day.
#129
Is it possible to give us the rundown of the number of Torque users who use the various engines? I'm curious about the demographics of the community.
09/29/2009 (12:28 pm)
Hello GG,Is it possible to give us the rundown of the number of Torque users who use the various engines? I'm curious about the demographics of the community.
#131
T3D (BL) runs 5-20% faster than TGEA.
I can reprodice over 530 fps in T3D (BL), i never saw over 450fps in TGEA,even on an empty scene.
T3D also has better scalability.
I believe you have seen only the advanced lightning - yes,it is slow.
Also in environment content,you can not even compare TGEA with T3D.
T3D supports COLLADA,second uv channel for lightmaps,vertex lightning,hdr files are supported too.
Only look at the Purelight demo that runs 400 fps, then you will understand you think wrong.
09/29/2009 (12:31 pm)
@CSMPT3D (BL) runs 5-20% faster than TGEA.
I can reprodice over 530 fps in T3D (BL), i never saw over 450fps in TGEA,even on an empty scene.
T3D also has better scalability.
I believe you have seen only the advanced lightning - yes,it is slow.
Also in environment content,you can not even compare TGEA with T3D.
T3D supports COLLADA,second uv channel for lightmaps,vertex lightning,hdr files are supported too.
Only look at the Purelight demo that runs 400 fps, then you will understand you think wrong.
#132
Thanks Steve! I hadn't really thought of them as "cute" but I do appreciate the compliment. Thanks for your encouragement!
09/29/2009 (12:36 pm)
Quote: 09/29/2009 (11:00 am)
yaaawwwwwnnnn ... wha ... what happened? Need tea ....
@Sparkling on page4 - Dawwww, Cute sharks!
Thanks Steve! I hadn't really thought of them as "cute" but I do appreciate the compliment. Thanks for your encouragement!
#133
Hence why I do not own TGEA.
09/29/2009 (12:45 pm)
@Picasso: Good to know, but that still doesnt give me $850 dollars to waste on it, you also most likely have a much stronger system then I.Hence why I do not own TGEA.
#134
i have buyed t3d pro 4 month's ago and this is my first time posting here :)
gj gg keep it coming.
09/29/2009 (12:53 pm)
Hii have buyed t3d pro 4 month's ago and this is my first time posting here :)
gj gg keep it coming.
#135
No they don't the license that you buy of XP today were printed before February of 2008. Some OEMs have license to print their own copies but for over a year they have charged extra for XP because they are in short supply.
Sorry I dont fault GG for wanting to drop the "Hobbiest Engine" image that they have had up until now.
Just like when you want to clean out a bar you raise the prices and for the most part the riff-raff will disappear.
there are plenty of Hobbiest Engines out there Ogre3D is very capable and guess what? It's free. Go to their site you will some very very impressive stuff. Quite Honestly better than anything that has been done with a GG product, with the exception of Penny Arcade Adventures and DreamLords.
My only problem is Though they price has gone up I still think that the mentality of pushing unfinished products out the door remains. For Example The Engine section of the Docs Covers Sound Effext and..... Wait this can't be right.... the only damn thing you guys documented was the Sound Effects? come on!,Seriously? This justifies ready for the Big Game in your Book? I have not hardly had a chance to get through everything this morning but I have to say I'm very disappointed in this guys. I know the vast majority of the people that were in the Torque3D beta have spent the last month telling you that you were not ready and to finish everything. But it is clear that you ignored all of us.
Not saying that T3D is not a great engine. Just Why did you bother even asking us if youwere just going to ignore everything we told you?
anyway I'm done ranting. Congrats anyway! I just hope that inferred light actually gets released in 1.1 and the rest of things that didn't make it this time. Oh yeah and the Docs get finished.
09/29/2009 (12:55 pm)
Quote:CSMP Said...
FYI: Microsft still sells XP which is obsolete by TWO versions at this point... why??
Because it works and because people love it!
No they don't the license that you buy of XP today were printed before February of 2008. Some OEMs have license to print their own copies but for over a year they have charged extra for XP because they are in short supply.
Sorry I dont fault GG for wanting to drop the "Hobbiest Engine" image that they have had up until now.
Just like when you want to clean out a bar you raise the prices and for the most part the riff-raff will disappear.
there are plenty of Hobbiest Engines out there Ogre3D is very capable and guess what? It's free. Go to their site you will some very very impressive stuff. Quite Honestly better than anything that has been done with a GG product, with the exception of Penny Arcade Adventures and DreamLords.
My only problem is Though they price has gone up I still think that the mentality of pushing unfinished products out the door remains. For Example The Engine section of the Docs Covers Sound Effext and..... Wait this can't be right.... the only damn thing you guys documented was the Sound Effects? come on!,Seriously? This justifies ready for the Big Game in your Book? I have not hardly had a chance to get through everything this morning but I have to say I'm very disappointed in this guys. I know the vast majority of the people that were in the Torque3D beta have spent the last month telling you that you were not ready and to finish everything. But it is clear that you ignored all of us.
Not saying that T3D is not a great engine. Just Why did you bother even asking us if youwere just going to ignore everything we told you?
anyway I'm done ranting. Congrats anyway! I just hope that inferred light actually gets released in 1.1 and the rest of things that didn't make it this time. Oh yeah and the Docs get finished.
#136
You're using TGE + MK right? Well, Torque 3D runs much faster (in Basic Lighting) on my two year old laptop than TGE + MK ever did and it looks much better than TGEa too!
09/29/2009 (12:55 pm)
@CSMP:You're using TGE + MK right? Well, Torque 3D runs much faster (in Basic Lighting) on my two year old laptop than TGE + MK ever did and it looks much better than TGEa too!
#137
During the EA purchase period the website actually said the basic version would be available with the 1.0 release. And that it would come with a TGEA license. Now it is NOT available. And TGEA is being aborted before it's even fully done yet (the Sound FX are broken in 1.8.1 which is another MAJOR concern for me - I actually have a sound team and we can't put their music in the game because the tool is broken. Are we EVER going to get this fixed for TGEA? I'm feeling abandoned here). So now they aren't offering the Basic OR the TGEA accompaniment. This feels rather like bait & switch marketing to me. "We will have this perfect thing you want, but you have to wait until the special day" and then "Oh sorry, we changed our minds. We aren't going to make good on that promise now. But we have this other more expensive thing you can buy instead." Bait & Switch is pretty unethical marketing. I am truly shocked that GG is engaging in this. So you don't want to offer TGEA by itself any more... offer it in tandem with the Basic T3D license then like you originally intended to. This will let TGEA users get the license they want, it will let them also get a peek at the latest & greatest T3D, and it will fulfill your promise. But extorting a $1000 price out of people after promising a $250 option... this is not ethical.
09/29/2009 (12:56 pm)
I started to edit my previous message on this (as I'm thinking about it intently) and my edit turned out to be longer than the original post almost. So I decided to just post it new. My apologies for dragging this on, but it is bothering me deeply. I am very concerned.During the EA purchase period the website actually said the basic version would be available with the 1.0 release. And that it would come with a TGEA license. Now it is NOT available. And TGEA is being aborted before it's even fully done yet (the Sound FX are broken in 1.8.1 which is another MAJOR concern for me - I actually have a sound team and we can't put their music in the game because the tool is broken. Are we EVER going to get this fixed for TGEA? I'm feeling abandoned here). So now they aren't offering the Basic OR the TGEA accompaniment. This feels rather like bait & switch marketing to me. "We will have this perfect thing you want, but you have to wait until the special day" and then "Oh sorry, we changed our minds. We aren't going to make good on that promise now. But we have this other more expensive thing you can buy instead." Bait & Switch is pretty unethical marketing. I am truly shocked that GG is engaging in this. So you don't want to offer TGEA by itself any more... offer it in tandem with the Basic T3D license then like you originally intended to. This will let TGEA users get the license they want, it will let them also get a peek at the latest & greatest T3D, and it will fulfill your promise. But extorting a $1000 price out of people after promising a $250 option... this is not ethical.
#138
I got T3D pro for $500,because i used $500 discount as a TGEA owner.
This discount was available over 2 months,so there was a lot of time to decide for yourself about your product and it's development problems.
09/29/2009 (1:10 pm)
@SparkingI got T3D pro for $500,because i used $500 discount as a TGEA owner.
This discount was available over 2 months,so there was a lot of time to decide for yourself about your product and it's development problems.
#139
Picasso, as I stated earlier, it isn't just me making my game. I have about 15 other developers who would also have to get the T3D engine under the new licensing that doesn't allow ANYONE to touch the game unless they have a license. And many of them did not have a previous TGEA license, and some of them don't even have jobs right now. So from every angle, just having 2 months to consider it, does not automatically mean that we had the money to actually buy it.
My concern is especially for people who come along in the future though. They don't have the previous opportunity. And if they have been out of work, as 12-18% of the US population as been this last year, they might be just getting back on their feet financially and the $1000 price tag is just too much. I have to think about my whole team, I can't just think about me (though truly I personally can not afford it either!). We're not looking at $500-1000. We're looking at $15,000-20,000 for our whole team to get licensed for T3D. Some of you may think that's pocket lint but it is financially impossible for us. We're just volunteers. Our game is not done yet (duh) and so it is not generating any income for us. We have no revenue to generate this money. It isn't happening.
09/29/2009 (1:24 pm)
Quote:I got T3D pro for $500,because i used $500 discount as a TGEA owner.
This discount was available over 2 months,so there was a lot of time to decide for yourself about your product and it's development problems.
Picasso, as I stated earlier, it isn't just me making my game. I have about 15 other developers who would also have to get the T3D engine under the new licensing that doesn't allow ANYONE to touch the game unless they have a license. And many of them did not have a previous TGEA license, and some of them don't even have jobs right now. So from every angle, just having 2 months to consider it, does not automatically mean that we had the money to actually buy it.
My concern is especially for people who come along in the future though. They don't have the previous opportunity. And if they have been out of work, as 12-18% of the US population as been this last year, they might be just getting back on their feet financially and the $1000 price tag is just too much. I have to think about my whole team, I can't just think about me (though truly I personally can not afford it either!). We're not looking at $500-1000. We're looking at $15,000-20,000 for our whole team to get licensed for T3D. Some of you may think that's pocket lint but it is financially impossible for us. We're just volunteers. Our game is not done yet (duh) and so it is not generating any income for us. We have no revenue to generate this money. It isn't happening.
#140
But based on that fact, I am more likely to upgrade to TGEA for the increased performance with the Shader Tech over the TGE + TMK combo, T3D is not in my price range.(nowhere even remotely close truthfully)
I think I'd be happy with there original T3D Basic idea, exactly how they had it planned out sounded reasonable, minus features, no source code just the basic features for "modding".
I would be much more inclined to upgrade to TGEA!
09/29/2009 (1:31 pm)
@Michael: Yes I have an alternate TMK version of my game, Which does not perform so well compared to either of the latter.But based on that fact, I am more likely to upgrade to TGEA for the increased performance with the Shader Tech over the TGE + TMK combo, T3D is not in my price range.(nowhere even remotely close truthfully)
I think I'd be happy with there original T3D Basic idea, exactly how they had it planned out sounded reasonable, minus features, no source code just the basic features for "modding".
I would be much more inclined to upgrade to TGEA!

Torque 3D Owner Sparkling
Wait, they didn't say anything about closing the related forums did they? Did I miss something here? How does stop selling a product equate to totally drop support and no longer even provide the documentation and community resources for it?