Torque 2D MIT Coming Soon
by Eric Preisz · 12/12/2012 (2:08 pm) · 72 comments

GarageGames is Proud to Announce Torque 2D MIT!



What is Torque 2D MIT?
Torque 2D MIT is an all new, open source, version of our 2D game development software. Following in the footsteps of Torque 3D, which went open source a few months ago, Torque 2D MIT will be available under the same (very permissible) MIT License very early next year.
It's more than just an open source version of Torque 2D!
Take Torque 2D, combine it with iTorque, add in Box 2D physics, several major enhancements and bug fixes, and make it open source. That is Torque 2D MIT.
So really, this isn't just the future for Torque 2D, it’s also the future of iTorque!

Box 2D | TAML | iOS | PC | OSX | MIT
By unifying Torque2D and iTorque into a single code base, GarageGames will be able to offer a single 2D game engine for iOS, Mac and PC.
The downside is that making such aggressive changes comes at the cost of backwards compatibility. Breaking backwards compatibility is a difficult, but sometimes unavoidable decision. Of course it will be possible to port iTorque and Torque 2D projects to the new Torque 2D MIT, but we aren't letting any constraints from previous versions prevent us from making significant improvements.
Finally, when we made our changes, it broke functionality in several editors. In order to work in an open source environment as soon as possible, we made a decision to publish our initial version of Torque 2D MIT without the editors; in other words, the initial version will be an API only engine with tool development to follow thereafter.
So what about current versions of iTorque and Torque 2D?
Before we release Torque 2D MIT, the current generation of iTorque and Torque 2D will each receive a free update. So if porting isn't in your time frame, we will integrate the latest bug fixes for the version you currently own.
- iTorque will receive bug fixes that resolve issues related to app store rejections and Mountain Lion and up to date iOS support.
- Torque 2D will receive bug fixes and Mountain Lion support.
These two updates will be the final updates for the current generation of iTorque and Torque 2D. All future development will occur on Torque 2D MIT. However, during the transition we will continue to sell Torque 2D and iTorque on our site (with clear notifications about Torque 2D MIT's impending release).
The crowd favorite, Michael Perry, will be following the lead set by Dave Wyand's great work on Torque 3D. Michael will be providing a more detailed technical update in coming days.

About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#22
Feels like T2D is in really great hands with Mich and Melv and it feels like GG is rock-solid and determined to really live up to its potential!
Rock on, GG!
12/12/2012 (4:27 pm)
Those are great news! Updating T2D to a final version is really cool but releasing T2D MIT earlier as an API is something that I secretly wished for.Feels like T2D is in really great hands with Mich and Melv and it feels like GG is rock-solid and determined to really live up to its potential!
Rock on, GG!
#23
Keep in mind Melv and I aren't the only developers. The 3 Step Studio team will also contribute improvements and help drive the product. Even better, we will have an entire open source community that will add to the codebase.
12/12/2012 (4:30 pm)
@Simon - Thanks! =)Keep in mind Melv and I aren't the only developers. The 3 Step Studio team will also contribute improvements and help drive the product. Even better, we will have an entire open source community that will add to the codebase.
#24
12/12/2012 (5:09 pm)
That's great news. I know what our new 2D engine will be!
#25
12/12/2012 (5:18 pm)
Oh my gosh! This is awesome guys. This will definitely add to my tool box and make it easier to integrate things. I really like the idea of cross pollinating features between T2D and T3D. This just makes it easier to do and share code.
#26
12/12/2012 (5:28 pm)
@Frank - I knew you would find this news great. It was tough keeping my silence every time you posted about porting your work between MIT T3D and the new T2D. This will make it much easier for you.
#27
12/12/2012 (5:45 pm)
Awesome news!! I've been hoping for new things from the 2d realm!! I really hope that there will be some good enhancements, it's been very long awaited! Are there any anticiapted changed to networking? Or the animation system? I've been slowly following Spriter's progress and was hoping to integrate it into T2D, but now with a new engine.. well, will have to see what's new!! Box2D Physics will be a blast tho! :)
#28
12/12/2012 (6:10 pm)
@Doc308 - Glad you are as excited as we are! Spriter has been at the forefront of my mind for potential improvements. I'll be talking more about that and networking and other improvements in my next couple of blogs.
#29
I think I will start on an Eclipse plugin for TorqueScript. Mac and Linux users need some Torsion-like love, and such a plugin will probably help those types get involved.
The $100 I spent 7 years ago for the pre-adopter license of T2D was probably the best $100 I ever spent, but IMHO open-source products are always superior to closed-source. Great move! Be blessed!
12/12/2012 (6:19 pm)
Yeah, I've been waiting for Box2D in T2D since Melv breathed a word about it years ago. (He's probably glad that I'll stop bugging him about it now) I continued working in TGB nonetheless, but I can't wait to mess wit T2D MIT. Maybe it will bring back nostalgia from that time 7 years ago when I first learned T2D (when there was hardly any editors...)I think I will start on an Eclipse plugin for TorqueScript. Mac and Linux users need some Torsion-like love, and such a plugin will probably help those types get involved.
The $100 I spent 7 years ago for the pre-adopter license of T2D was probably the best $100 I ever spent, but IMHO open-source products are always superior to closed-source. Great move! Be blessed!
#30
12/12/2012 (6:28 pm)
Michael, as you may or may not be aware, there is a 'partial' implementation of Spriter for T2D as is currently. It's strictly script-based, but it's a start. I honestly believe a C++ integration (and prefarably an exposed editor functionality) would be ideal. I've been tinkering away at it slowly, maybe with holidays coming up can at least get an implementation working that would help push it into this new version! I'd be happy to work with the team to get it done :)
#31
Are you talking about syntax highlighting for TS? I am going to be working with the Python versions of lex and yacc to create a parser. That work could benefit you. I need to learn lex and yacc first though and I am working on that. My goal will be a targetless parser I can use to convert the code to other languages like JS, Python, and more. I just want a decent conversion tool. I also want to learn how to write a compiler too. So this will be a good start.
12/12/2012 (6:53 pm)
@Kevin,Are you talking about syntax highlighting for TS? I am going to be working with the Python versions of lex and yacc to create a parser. That work could benefit you. I need to learn lex and yacc first though and I am working on that. My goal will be a targetless parser I can use to convert the code to other languages like JS, Python, and more. I just want a decent conversion tool. I also want to learn how to write a compiler too. So this will be a good start.
#32
There have only been great ones.
Box2D anyone? Batchable sprite rendering? Composite sprites?!? Inter-behavior signaling? A new asset management system!!! The auxiliary libraries all brought up to date (well, except OpenAL at the moment - still working on figuring out the breakages and if there's a real need).
Let me just say that the T2D engine is easily twice as fast as it was when we started beating it into its new shape in January, and that's including the extra features. It's not often that you add functionality and gain speed in the process. The core guys (Mich and Melv) have done extraordinary work and it really shows.
12/12/2012 (7:40 pm)
There are no good enhancements to T2D.There have only been great ones.
Box2D anyone? Batchable sprite rendering? Composite sprites?!? Inter-behavior signaling? A new asset management system!!! The auxiliary libraries all brought up to date (well, except OpenAL at the moment - still working on figuring out the breakages and if there's a real need).
Let me just say that the T2D engine is easily twice as fast as it was when we started beating it into its new shape in January, and that's including the extra features. It's not often that you add functionality and gain speed in the process. The core guys (Mich and Melv) have done extraordinary work and it really shows.
#34
12/12/2012 (10:33 pm)
Wait... I am still blinking in disbelief... I'll respond accordingly when the shock wears off.
#35
If you are interested in hearing more. I'd love to talk about my plans for an Eclipse plugin, but I've also written a silly language from lexer to code generator and the Eclipse plugin I was talking about is very different.
@Richard - Composite sprites? Is that kind of like a "2D model" (aka what I was working on last time I touched torque) Wow, that list is beautiful.
12/12/2012 (10:52 pm)
@Frank - looked for your email address in that old reply but it's gone! Email me at: [removed]If you are interested in hearing more. I'd love to talk about my plans for an Eclipse plugin, but I've also written a silly language from lexer to code generator and the Eclipse plugin I was talking about is very different.
@Richard - Composite sprites? Is that kind of like a "2D model" (aka what I was working on last time I touched torque) Wow, that list is beautiful.
#36
This is awesome. I was concerned about the project I had been working on moving forward. Now I'm super excited to get back to it and either finish it with the existing iTorque or port it to the next Torque 2D.
This is so exciting. I am so glad when I carefully considered who to support that I chose GG.
12/13/2012 (1:40 am)
YES YES YES YESThis is awesome. I was concerned about the project I had been working on moving forward. Now I'm super excited to get back to it and either finish it with the existing iTorque or port it to the next Torque 2D.
This is so exciting. I am so glad when I carefully considered who to support that I chose GG.
#37
Just a little Question. Does T2D get any chance to have also an Android platform in future? This would open the engine to a lot more developers.
12/13/2012 (4:26 am)
WOW! Great step GG.Just a little Question. Does T2D get any chance to have also an Android platform in future? This would open the engine to a lot more developers.
#38
12/13/2012 (4:34 am)
@D Fasel - I would not be surprised if someone starts on an Android port as soon as we launch the MIT version. Considering the demand, I bet there will be a fork on it within a week or two. It will certainly be easier with the amount of work Melv and I have put in cleaning up the platform system.
#39
12/13/2012 (4:44 am)
@ Michael: Sounds really good:)
#40
12/13/2012 (4:51 am)
Things sound great, I'm really look forward to contributing to this! 
mr kat