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GarageGames to Release T3D as Open Source

by Eric Preisz · 09/10/2012 (9:05 am) · 159 comments








Torque 3D to be Released on Github under the MIT license!




static.garagegames.com/static/upload/emp-59817/96478475_500px.png



Eleven years ago, The GarageGames founders did an incredibly innovative thing when they sold a full source game engine for $100. We are excited to continue in their footsteps by announcing that we will be releasing Torque 3D as the best open source game technology in the world. Once again, GarageGames will be changing game development.

Why are we doing this?
Nine months ago, we realigned the goals of GarageGames; making Torque 3D available via a permissive open source license is a strategic move towards fulfilling the company vision. Our first goal was to use iTorque to build a new product we call 3 Step Studio. We envisioned a game development tool that requires no programming at all and began to build it. This product is available today for free, but it’s very, very, early in development and we expect to iterate many times before it is a commercially viable product. Our second goal was to build a service division. I’m happy to say that we’ve already booked our first million dollars in service work and we expect the growth trend to continue as we make Torque 3D more accessible. You can visit our services site at services.garagegames.com. We are very well prepared and staffed to provide support, training, and custom development.

Our long term plans are to focus on innovative uses of game technology. Currently, all GarageGames employees have the option to work on any project on Fridays. We are working on some really great projects under the initiative and it’s our hope that we will be able to invest in several of these projects as they evolve. We’ve encouraged our developers to open source these projects. If you think you have what it takes to be an innovative developer using game technology, consider applying for one of our open positions.

Dave Wyand will be leading the T3D open source effort and he has posted a blog describing the details around how we will run the development process. But before you dive into the details with Dave, I’d like to leave you with answers to some expected questions:

Is this version different or a subset of T3D?
We've split off some modules as separate downloads and we've removed some art to bring down the payload size. Other than those changes, the versions are the same.

Is this just a way for you to dump Torque 3D?
No. We've been using T3D internally for service projects and we expect that to continue. In some cases, our service work will directly benefit the core code base.

I recently bought your engine, I feel ripped off.
We will be offering refunds for T3D purchases that happened on or after Sept 1st but before this announcement.

What about other GarageGames engines?
We are starting open source efforts with T3D and learning from this experience. For now, the other engines/products are not available via the MIT license.


Hold on tight, GarageGames is on path to change the way games are made and played.


About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

#81
09/11/2012 (12:17 am)
Blender is a good example of software that went from proprietary to open-source. And as for the support route, take a look at Canonical with Ubuntu. Obviously these are exceptional examples, but I think they're reason enough to be optimistic for the future.
#82
09/11/2012 (1:38 am)
You guys bring up a good point about blender. Do I hope GG become successful as blender... sure. I hope GG starts updating T3D EVEN more now (because that's what usually happens when software like this becomes open source) and opens up a kickass shop. Yes I hope they do. Let's wait 4-5 years and find out.
#83
09/11/2012 (2:37 am)
@Johnny:

No need to be sarcastic.

[Removed nonconstructive ranting]

You could also just keep using the main branch and enjoy the free updates coming from both GG and the community. As far as I am concerned, the success of T3D is entirely up to the people investing in it. That's real freedom.

I know where I'll be at least.
#84
09/11/2012 (7:46 am)
Heh, this gives me more motivation behind my XXZ568 authentication resource, I'll say that for sure.

EDIT:
@GG: any time frames for when this is going to kick off under MIT, I would love to show my non-programming friends this, and kick them into game development.
#85
09/11/2012 (8:03 am)
@Robert:
The plan is to release in a few weeks.

- Dave
#86
09/11/2012 (8:16 am)
Hi GarageGames,

Okay I guess this is not bad news...

One: do my game when released need to be open source(I mean that would conflict with the art and music I use in my game as that has to be embedded)?

Two: do we need a splash screen with Torque 3D on?

Best,

Dwarf King

#87
09/11/2012 (8:26 am)
@Dwarf King:

http://en.wikipedia.org/wiki/MIT_License

Essentially you can do whatever you like, including keeping your code and assets closed. Although anything that you can return to the community is highly appreciated.
#88
09/11/2012 (8:49 am)
@Dwarf King
You do not need a splash screen on the MIT licensed version of Torque. We would appreciate it, but it's not necessary.
#89
09/11/2012 (8:53 am)
Quick question: what happens to the other content of garagegames.com? Will the store (Genre kits, Tools, Art packs), tutorials and documentations remain, or will some of it be removed/transfered?
#90
09/11/2012 (8:58 am)
Interesting and good choice of the MIT license. I have some T3D enhancements mostly ready that I should finish off and submit sometime :)
#91
09/11/2012 (9:04 am)
@Cleber
The store will remain in place and we hope to expand it with more content created by the Torque community. We want to keep the communication here on our forums as well. That way everyone benefits from the discussion.
#92
09/11/2012 (9:21 am)
Very well I shall wait and see whether the new MIT license or the old EULA is the best option. I sure do not want to stop using Phyx.

Can I keep on using Phyx with the new MIT license?
#93
09/11/2012 (9:40 am)
Yes you can.

We just cannot open source NVidia's software since we do not own it. But you are definitely allowed to use it.
#94
09/11/2012 (9:49 am)
So what will the difference be between the current torque 3d and the open source version when someone starts the program for the first time? Anything?
#95
09/11/2012 (9:56 am)
Not really. You get the full engine and source code. The Toolbox still has some proprietary QT code in it so we cannot currently release its source, but we are hoping to get it updated with the open source version of QT after the release so that everyone has access to those internals as well.
#96
09/11/2012 (10:39 am)
Ooh, the toolbox would be great!

I am really excited about the terrain tools in game too. I was thinking of building my own for people to make custom levels, but now I can look into using the built in editor. I can also look at integrating level generation too. This is really a good thing for my project.
#97
09/11/2012 (11:31 am)
Tribes 3
#98
09/11/2012 (12:24 pm)
@ultrasonicsite: You misspelled Half-Life 3 confirmed! Wait, that's not right..
#99
09/11/2012 (4:30 pm)
Well, forgive me if I am cynic about these news... I have paid what... 4 times already for this engine so I understand those who feel ripped off.

I think this is great news no matter how much money I wasted on the engine, but I am threading carefully as to not trip any attached strings yet to appear.

At least with MIT licensing anyone will be able to fork it if for any reason GG terms of use become dodgy.

Hope that doesn't happen, but then again each time I paid for a new license in the past I thought I was paying for a product, not a recurrent subscription.

I hope it turns out to be another Blender and NOT another Nevrax Library (NeL).
#100
09/11/2012 (6:27 pm)
@Rodrigo: Yes, you must always thread carefully. Those race conditions are a pain.

I doubt GG's terms of use will become dodgy. They have reworked their EULA every time people have complained. It just gets nicer each time.