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The Future of Torque 2D is Open Source!

by Michael Perry · 12/14/2012 (5:13 am) · 83 comments







The Future of Torque 2D is Open Source!

I liked Dave Wyand's kickoff blog for T3D Open Source so much that I will be mimicking it for this first Torque 2D MIT blog. The big news coming out of GarageGames is that Torque 2D will be going open source under the MIT license. For months, I have been posting blogs talking about R&D Torque 2D technology. In reality, it was always planned to make these improvement available to the world. Much like Torque 3D, we had back and forth discussions on whether we should charge for the update or go the route of open sourcing. Eric has posted a blog talking about why Torque 2D is heading in this direction and a little of the history behind the decision. If you haven’t yet read Eric’s blog please head over there and read it first.

Two additional important bits of information in that blog are that previous license holders will get one last update to help finalize their games, and that I will be leading up the Torque 2D MIT development.

Personal Introduction

While the veterans out there know who I am, many of our newer community members may not. First things first, you can call me Mich. I’ve been a part of the GarageGames community since November 2004. I first learned of GarageGames when my team decided to use Torque Game Engine 1.4 for our student project at Full Sail. After the project was finished, I was hooked on GG. I loved the products, the community, and the company. I knew I wanted to work for them, but I was not sure if that would ever come to be.

I ended using Torque Game Engine Advanced for my first job out of college, which mean spending even more time in the forums looking for support and posting my discoveries. Eventually, I decided to give back to the community and began writing tutorials for free. This caught the eye of the Tech & Tools Team (GarageGames Torque team back in the day). A fateful encounter at GDC resulted in me being hired full time to write documentation. This was an amazing moment for me, topped only by my marriage and the birth of my first son.

Eventually, I grew out of my documentation position and was given the opportunity by Eric Preisz to start coding full time. My choice was obvious. I love our 2D technology and community, so I took up the reigns for iTorque 2D. The rest, as they say, is history.

How will the open source version work?

We’ve chosen GitHub to host the Torque 2D repositories. GitHub has taken on the role of the location for Open Source projects on the Internet. It allows for great community interaction, encourages the forking of code bases, and easy merging of changes. And if you’re not yet into git (GitHub for Windows and Mac are tools that really help), GitHub Subversion access. We will be figuring out a way to provide a fully packaged zip download later.

www.gnometech.com/torque/images/blog-2012-09-10/2012-09-10-GitHubLogo.jpg


Anyone may have Read Access to the public Torque 2D repositories. You create your own fork and do your development work there. You can merge updates from the master branch into your own as they become available. And if you have changes you wish to share with the community to be integrated back into the master, you create a pull request and someone with Write Access can review the changes and merge them in.

Who will maintain the repositories?

To maintain the master Torque 2D branch a committee will be set up that has Write Access and may respond to pull requests. This committee is dedicated to making the best core version of Torque 2D so that others can build upon a reliable foundation. Performance, reliability, maintainability and scalability (should turn that into a crest :) are the goals of this committee.

The launch committee will consist of the following GarageGames members:
  • Michael Perry (lead and engineering)
  • Melv May (engineering)
  • Eric Preisz (overseer)
  • David Montgomery-Blake (initial support)

Torque 3D already has a mission statement, which I believe is more than suitable to adopt for Torque 2D MIT:

Quote:Our mission is to build a foundation for a sustainable environment that fosters collaboration and community development of the greatest open source game development platform.

However, we don’t believe that committee members should only come from GarageGames. One of our primary tasks is to seek out and retain qualified core team members that are dedicated to our goals. Over time everyone but myself will be replaced by members of the community and the committee will be allowed to grow as required.

What will be included in the open source version?

Unlike Torque 3D, which already had a stable version to upload (v1.2), the new Torque 2D is in the final stages of development. Only GarageGames has had access to the new features, primarily used to develop 3 Step Studio. 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.



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. Finally, when we made our changes, it broke functionality in several of the older T2D/iT2D 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.

I will be posting more technical blogs over the next two weeks that will cover the new features and the difference between the new version of our 2D technology vs the legacy technology.

Post Launch

Following the launch of Torque 2D on GitHub, another job of the committee will be to come up with a roadmap. We’ve decided to wait until after launch to do this because we want community feedback to help chart our course. My personal list of things I’d like all of us to tackle are:

  • Platform system cleanup
  • Example game modules
  • iOS platform overhaul
  • Project generator
  • Deciding on an editor framework
  • Particle system
  • Additional platforms (Android and Linux)
Everything is up for discussion at this point. I know many of you have passionate thoughts on what features and improvements our 2D technology needs. I look forward to hearing and reacting to your suggestions, working with all of you to drive Torque 2D to be a top contender for game development in 2013.

- Mich

#61
12/21/2012 (4:46 am)
@TheGasMan - I don't find your post spiteful. It's a fair question, but we have answered it previously. I'm happy to repeat it. There are four points:

1. GG is no longer funding itself using engine sales. Our source of funding comes from contract service work. In the future, we also hope that 3 Step Studio will be a major source of funding as well.

2. This is not going to be a solo effort. A benefit of going open source is that we are hoping to build the community back up. Any one can make contributions to T2D. If someone creates an editor, fixes a bug, or adds a cool feature, they can make a pull request. If we approve of the code, it goes into the master branch. I also hope the committee will help out.

3. Cross-product collaboration is going to be very important. All of the improvements to T2D this year have come from building 3 Step Studio. That product will continue to have a dedicated engineering team, which can also feed improvements back into T2D MIT. Additionally, T3D and T2D still share several systems. There are going to be many occasions when one engine makes improvements the other can use. Immediate example is that I'm sure T3D could benefit from all the recent OS X Cocoa work Melv and I performed.

4. Crowd funding is already being experimented with. The highest voted request for T3D is currently Linux support. Since it does not completely fit in the roadmap and there might be more experienced Linux developers, we have posted an IndieGoGo campaign. If Linux is really that important to users, then small donations should be an easy decision.

As a side note, we will have a voting system. If 95% of the users want something before an editor, then that request will likely be worked on instead. Users will have direct influence on what we work on.

There are other actions we plan on taking that can generate revenue based off T2D work, but I'm not ready to discuss those yet.

Any other questions?
#62
12/21/2012 (6:51 pm)
This is awesome! I've been waiting for this since the T3D announcement!! This is the best thing that could have happened to this product. I can't wait for the Web Plugin to be ported over from T3D!

@Mich - I think it will be very important for the GG team to document the exact differences from old to new to ease our porting efforts. I'll definitely be porting over my current project (a T2D MMO) and I would hate to have to hack my way through it blindfolded.

How much of my existing code will be usable in the new version? It sounds like the level files and similar files will need to be ported. How about existing Torque scripts? Gui definitions? Engine mods? Tile layers? Behaviors?
#63
12/21/2012 (8:47 pm)
will Torque 2D MIT still support Steam-works? even though I asked them myself and they said yes, they most likeley meant the Commercial Torque 2D
#64
12/21/2012 (8:50 pm)
I hate to double post but I also wanted to know will the android porting support devices like the Kindle Fire, Kindle Fire HD? and maybe the possibility of a Game-Circle API extension?
#65
12/22/2012 (4:39 am)
@Bruno - You are in luck. My next blog covers the most important differences between the legacy technology and the new Torque 2D. A more detailed document will have to be worked on over time.

@Taylor - There will not be anything stopping you from implementing Steam Works. It is not an out of the box feature, though.

As for the Android question, we have not decided on those details yet. Everyone should keep in mind that I do not make all the decisions about Torque 2D's future. Ultimately, the community will help drive the technology and I will be more of a guide and implementer.
#66
12/23/2012 (9:23 am)
Grats on Torque 2D MIT. I kinda saw this coming and that is why I halted work on my game SpinBreak. Is there any chance we can get Visual Studio 2012 support on release?
#67
12/23/2012 (10:07 am)
@Jeremy: I'm pretty sure VS2012 support will be added very soon after release, unless one of The Fantastic Five (the previewers) hack it up before that :)
#68
12/26/2012 (7:06 pm)
any news when T2D will release? I can't wait...
#69
12/26/2012 (7:37 pm)
Awesome news!
Oh my God!
Finally T2D for Free is going to be released!
My heart is beating too high!
Incredible news!
Don´t forget to put the lauch date here please!
Oh..This is AMAZING!
#70
12/28/2012 (9:56 am)
Wow! Great news , I come back to check for updates to tgb and find this. I had switched to xna a couple years ago, but still had love for torque . this might be what gets me back to the community!
#71
12/30/2012 (6:31 am)
when and anything new about release date :o)
#72
01/02/2013 (4:43 am)
The holiday break is over and we are all getting back to work. The OS X platform reboot is finished, leaving only a few days to fix up the iOS code. From there, we just need throw this through some QA and cleanup our file headers.
#73
01/02/2013 (11:35 pm)
Looking forward to this release.
#74
01/03/2013 (6:59 am)
New T2D Blog. I almost titled it "Big Damn T2D Blog", because this is the most amount of consolidated information that's been released about the new MIT T2D codebase. Enjoy!
#75
01/07/2013 (10:44 am)
Probably a silly question, but if I get the MIT version of T2D will it overwrite my licensed copy? I'm guessing I'd be able to still use both?

Also I'm really just in the early stages of my game right now. So if the MIT version is coming out this month I will probably just wait for it instead of redoing a lot of my code later on. I know you guys said early 2013 for the MIT release but was wondering if it's possible to give a better ETA at this time. This month? Next Month? Next 3 Months?

Anyways I am VERY excited that you guys are also fixing some quirks in T2D and are thinking of eventually supporting Linux and Android. That is amazing news. T2D has been great so far but updates are definitely welcome. Looking forward to the new version!

#76
01/07/2013 (1:22 pm)
In case you have not seen it, Melv May has posted a new blog about his new project: Nucleus. Nucleus is a concept for a powerful code-editor that supports debugging of both the Torque 2D and Torque 3D MIT code-bases. It will be a cross-platform editor that will initially work on Windows and OSX platforms with a Linux release sometime later.

Please leave a comment on his blog to show your interest. This will be a must have for any future T2D and T3D developers.
#77
01/07/2013 (1:40 pm)
I am looking forward to this. But I'm wondering when I should be looking for it.
I understand that you may not want to state anything official, but should I be checking back in a week, or at the end of the month, or when the snow starts to melt and the grass grows?
#78
01/07/2013 (1:50 pm)
@Caleb - We are not that far off. Melv is working on some more core aspects of the engine while I finish the legacy updates. At the beginning of next week, we go into testing/bug fixing mode. After a week or two of that, we will be ready to upload to a private Git repo to test logistics.
#79
01/07/2013 (2:55 pm)
Effin' sweet. That's the best news I've heard all day. (But only because it turns out that Adobe giving away CS2 for free was a miscommunication.)
#80
03/06/2013 (12:47 am)
any news on working version and editos? downloaded 2d version opensource precompiled but there is no level editor or nothing