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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.

#101
09/11/2012 (6:52 pm)
It's kind of hard to be "dodgy" under MIT. You can pretty much do anything except claim Torque as your IP since the copyright and trademark is ours. But you could replace the renderer with Ogre, you could compile the engine as a DLL and call it via .netInterop in unity, integrate the Sauerbraten modified I octtree level format, create a proprietary architectural visualization application, sell code packs on your own site, etc. Of course, I don't think we've had anything dodgy in our licensing in the past, but there's nothing "dodgy" about the MIT license.
#102
09/11/2012 (7:31 pm)
I know, which is why I see this as a good thing, and I don't think there was anything dodgy on paper (read EULA) before, nothing kept me from just using TGE 1.0 and fix it myself before or even get all Theseus boat on it, that was business as usual.

The problem to me was that suddenly you had "Torque Shader Engine" and its Early Access license which meant nothing when Torque 3D came out and more recently with the requisition and the new pricing, which again after a while you pretty much had to pay for the whole thing again just for updates. Not really a one time fee.

Anyway I honestly wish you the best of luck and hope you won't stagnate on development. :)
#103
09/11/2012 (7:45 pm)
Clueless commenter's FAQ.

Quote:"Open source? I have to release my game code?"
No kiddo, the MIT license is whats called "permissive", you can do what you want, literally! Also, you can read the MIT license by yourself (the whole 5 lines).

Quote:"When its gonna be out?"
As of the date of this post, "in a few weeks".

Quote:"Oh maybe this "opensourcing" is good. Maybe no. Its sad. But is Ok."
Apparently you do not understand what the open sourcing means for the product, the support, the community, and so on. Is ok, to be part of this community you dont necessarily have to be a profesional developer; but trust the ones that *are*: this is the most awesome news the engine and its community could have.

Quote:"I want a refund, as I bought the engine <1 month to 5 years> ago".
Ok. First, read the answer above. So this is good, really good for the engine, and thus, good for you. So you're obviously not getting a refund for something that will benefit you.
#104
09/11/2012 (10:13 pm)
This is news that you made the "paid" community wait for ?!

Please see a psychiatrist.
#105
09/11/2012 (10:48 pm)
Sorry if i missed it if somebody answered it already, this topic obviously had some impact in the comment section ;-)

What happens to physX support? You can't publish this under MIT, and what other third party things are there which might not be included in future versions?
#106
09/11/2012 (11:01 pm)
@TheGasMan: ????

@Heiko:

PhysX belongs to nVidia, you don't need it. Besides, they can't open anything they don't own. You are free to use it though. But you would have to download the tools yourself from nVidia, and set T3D to use it.

If I understand it correctly, they won't rip any PhysX support out of the code. There would not be any need to do that either, since using PhysX is free.

On a side note: I think GG should link to a Faq for this, because these questions will keep coming.
#107
09/11/2012 (11:43 pm)
Yay ... I mean boo ... I mean yay ... I mean ... oh who am I kidding ...

... very bold move GG and very impressed.


I hope it all works out for you and I hope the engine grows from strength to strength.


Also interested to see what the other "engines" do ... 8-}
#108
09/12/2012 (2:13 am)
I see this as a really good move , at this point is lose it all or win it all. Really hope more ppl would join the T3D band wagon.

And I'm saying this even when I own 2 T3D license :)
#109
09/12/2012 (4:21 am)
Now I have spent some hours making trees/(dts and dae shapes) detect collisions and from time to time thought about this MIT.

First of all I would like to say thanks to GG for making this great engine MIT.

Second:
Would I need to reinstall the new released T3D engine in a few weeks or could I keep the one installed on my machine and work under the MIT?

Best,

Dwarf King
#110
09/12/2012 (4:49 am)
I think i like it !
I bought the $ 1000 version, i also bought the 1.2 studio license, and now is free to use for everyone. I could think i wast some $, but i don't!
I don't have a problem with that i support Torque Engine with my money.

Now, i think to move the license to MIT is great. A larger community will be only good for us all. And we all get a new use of the engine. We can use the tools and editors, how cool is that!

Great move GG !
#111
09/12/2012 (5:01 am)
Well my wallet may be going ouch but this sounds like an overall good thing for Torque. Beside, the cash I payed in was more to see improvements to Torque than just access to the engine and this sounds like the potential for real big improvements.
#112
09/12/2012 (6:15 am)
Any chance you guys will release the source to that old T3D iOS version, too? Because that would be awesome.
#113
09/12/2012 (7:16 am)
@Stephen Zepp and Mark F - It's great to see you guys posting your support. It's greatly appreciated

@Steven Saric - I'll ask Eric about it. I still have that code and I think it could be really beneficial to someone who wants to fork and make an iOS version.
#114
09/12/2012 (8:55 am)
O MY GOD...This is big bome news....Super good!!!
#115
09/12/2012 (9:26 am)
This must be a good move, because some users of Unity are shown uncomfortable.

forum.unity3d.com/threads/150682-Game-engine-Torque-3D-will-soon-be-free-open-so...

However, all my bests wishes to Unity's users!
#116
09/12/2012 (9:39 am)
Lol @ that Unity thread... They obviously have no idea how good of a move this really is.
#117
09/12/2012 (9:45 am)
I don't think other engines have to worry about Torque 3D, at least not yet.. multi platform deployment is required, updated mac version and mobile devices, and of course linux support .. these I am looking forward to seeing made possible with the MIT licensing structure.

This should also be good news for the guys who are developing .NET Torque.
#118
09/12/2012 (11:26 am)
Amazing!
#119
09/12/2012 (11:26 am)
So doing English:
TorqueX not supported anymore
Torque3D now Open Source
iTorque + Torque2D = new product soon...

#120
09/12/2012 (11:40 am)
More English than Math, but that looks about right Guillermo.