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January Product Update

by Eric Preisz · 01/20/2011 (3:43 am) · 117 comments






If you haven’t read our other blog, you might want to read it first. This blog, is a more detailed look into our near term product road map.

Bad news first…

TorqueX – February 28th will be the last day that you will be able to purchase TorqueX. The community is tight knit and working on a their own version of the engine, so for the next thirty days you will still be able to buy TorqueX and assign those licensees to other developers through a studio access panel. Discontinuing TorqueX is a hard decision for us, especially when considering how dedicated this community is. I would personally like to take the time to thank Pino. He’s a rock star and anyone using TorqueX knows that. We are still fans of XNA and we have a lot of time invested in the API. Don’t be surprised if/when an XNA based product finds it's way back to GarageGames. We have put a lot of effort into a future Windows Phone 7 product; however, we are taking a step back to reevaluate direction on all emerging platforms. Your opinions are greatly appreciated.





iTorque 3D – We will be discontinuing iTorque 3D. In the future, we will not be pre-selling our new engines without absolute confidence of a QA date. We will be offering refunds to everyone who we can validate as a purchaser of iT3D. We are very happy to have our new owners (more on them in the first blog ) support on this – it’s the right thing to do.

Torque 2D – We have no significant updates to Torque 2D ( aka TGB ) at this time. The good news is that Torque 2D is a very stable product that is able to meet the specs of a wide array of machines including netbooks. Torque 2D’s next version, which we discussed last year at this time is still in development and part of long term plans. It’s unfortunately still to early for us to provide more detail about the next version of Torque 2D and at this time, we recommend that you focus your development plans on Torque 2D ( aka TGB ) until we are able to hone in on a release window.

Good news…

Torque 3D 1.1 Final –Torque 3D 1.1 Final will be heading to QA in the coming weeks. We have a pending driver issue and a relatively short list of bugs in Jira that we are currently slaying. We have a 1.1 version of T3D for the Mac; however, we aren’t able to say with 100% certainty that it will meet our gold standard by the release of 1.1 Final. That decision will need to be delayed until we are able to properly review the code. Our contractors continued to work on Torque 3D 1.1 during the transition and their hard work has kept the ball rolling towards a final release.

Docs & Tutorials – We are going to be working towards our goal of better documentation, docs, and tutorials over the next few months. This work will move slowly at first, but over time, we will be able to hire and scale our efforts as we progress on our product roadmap.

iTorque 2D 1.4.1 – We are in the final rounds of QA and updates for 1.4.1. Barring any new iOS updates that would create a ripple effect to our timing, iT2D 1.4.1 will be going to QA in a couple of weeks.

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#101
01/30/2011 (1:47 pm)
I have to say Erik's involvement is continuing to really encourage me.

I for one would like to say I will take whatever small update re: T2D to know that it's still living and breathing :-)
#102
02/02/2011 (8:07 pm)
> I have to say Erik's involvement is continuing to really encourage me.

I agree that's half the reason why I purchased Torque3D today :-)

I have known about Torque's existance for many many years but couldn't afford it until tonight. I have been using another popular engine ( don't ask ) for the past 4 years and have become extremely capable with it. I am hopeful to become as familular with Torque in the coming months/years as well!

FYI: the other half of why I bought Torque tonight is because it's going back to GarageGames and I am extremely excited about that!

I hope GG will be here for many years to come!

#103
02/06/2011 (3:08 pm)
Is there any way to get iTorque 3D even without support?!?

I wish all the best to GarageGames developers and employees I understand the need for focusing on the core 3D engine hoping one day you will be able to support Torque X and iTorque 3D.

I just got Torque X and iTorque 2D I wanted to do that months ago but the price tag was too high this is wonderful that it is affordable now although I paid around 1000$ for Torque 3D source.
#104
02/12/2011 (2:47 pm)
Torque X is still a great product and with CEV4, its going to live on for years to come. Grab it while you can!
#105
02/17/2011 (10:18 am)
The physics in TGB is still shaking, when you will provide functional physics as BOX2D?
#106
04/21/2011 (10:48 am)
Please clarify for me, is there a 3D product for the iPhone that is being tested and being made available soon or not? If there is a product coming is there a beta program that's open?
#107
04/21/2011 (10:53 am)
@Richard - We are currently just focusing on iTorque 2D, Torque 3D and Torque 2D.
#108
05/26/2011 (12:14 pm)
I so hope your version of iTorque3D will get its way out some day
But i believe there is a starters kit for a kart racing game available here that has 3D looks, or isnt that for iTorque2D ?

BTW, when buy iTorque2D, do i have the sourcecode to use it, and that includes Tourque2D/3D ?
Do i need them to make iTorque2D apps ?
#109
05/26/2011 (12:21 pm)
The racing starter kit is for the 2D engine. It fakes 3D in the same way that older SNES games did back in the day.

You get the source to iTorque 2D. It does not include licenses to T2D/T3D. They are separate products. You do not need them to make iOS games.
#110
05/26/2011 (12:22 pm)
Quote:But i believe there is a starters kit for a kart racing game available here that has 3D looks, or isnt that for iTorque2D ?
You are referring to the Kart Kit, which is a great add-on.

Quote:BTW, when buy iTorque2D, do i have the sourcecode to use it
Yes, you get the full source code.

Quote:and that includes Tourque2D/3D
No, you just get iTorque 2D

Quote:Do i need them to make iTorque2D apps ?
If you want to make apps and distribute them via the App Store for iPhone/iPad, you need iTorque 2D.
#111
05/26/2011 (12:22 pm)
Dang it...David MB, fastest poster on the site. I have been bested
#112
09/09/2011 (1:31 pm)
This is the most recent place that I've been able to find any mention from the devs on T2D, so I figured that I would post here.

I was just wondering if there's been any update on T2D. Is it still being worked on by the devs? Going through some of the history from this point on I've seen some things being released for iT2D and quite a lot for T3D.

Like I mentioned, this is more of me wondering than being impatient. I mean... after all, it would be pretty cool to see some updated physics and publishing to web.
#113
09/09/2011 (1:36 pm)
We're working out the resources for a 1.7.6 update for T2D, this update will be entirely focused on some bug fixes and bringing over the improvements from iT2D. The T2D R&D work from last year has been shelved for now.
#114
09/09/2011 (1:39 pm)
Ah, alright thanks for the update. It can be somewhat of a turnoff when you're using an engine that isn't getting any attention, so it's nice to know in the back of my head that it's getting some work done on it.
#115
09/09/2011 (4:54 pm)
@Joshua - Understandable. The good news is that whenever there is an improvement to the core system of iTorque 2D, ie not iOS specific, it is technically working that goes toward the T2D technology. As Scott said, a big portion of the next T2D update will be pulling over iTorque 2D improvements.
#116
10/23/2011 (8:53 am)
Hi Michael!

Is it possible to have a few news on the 1.7.6 version?
I'd like to try the unofficial Box2D template you prepare a few weeks ago to see if it's a viable solution for a next project.

Thanks
#117
10/23/2011 (11:14 am)
@Rivage - Development is going well. Bug fixing is nearly complete. We are moving on to fixing the docs, templates and demos that ship with the engine.

#118
10/24/2011 (12:05 pm)
@Michael

Nice, hope to see this soon!
Is it actually possible to use the Edge Shape object from Box2D directly inside the editor? Like for example creating a ground object and editing every vertex thanks to the polygon editor.

Thank you.
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