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Torque 3D Open Source 2.0 Launch

by Dave Wyand · 12/19/2012 (5:44 pm) · 50 comments







Torque 3D Open Source 2.0 Launch




Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time we’ve had 800 people star and 300 people fork the open source repository.



Now today, nearly three months following our open source launch, we present the first new release under this license: Torque 3D 2.0.


What’s New for 2.0

Torque 3D 2.0 has focused on three areas of development: the new Project Manager, Linux Dedicated Server, and improvement and bug fixing.

Project Manager
The commercial version of Torque 3D 1.2 included an application called the Toolbox. It was used to create custom projects based on the included T3D templates, among other things. Unfortunately, it was made with components that could not be open sourced, so the Toolbox had to be dropped.

In its place is the new Project Manager. The Project Manager has been built using the open source version of Qt to allow it to work across platforms, and currently fills the role of creating projects based on T3D’s templates.



You don’t need to use the Project Manager to create your own projects (the manual steps of creating a project from a template are included in T3D 2.0’s readme), but it sure can be a time saver. The Project Manager will continue to be updated and new features added over time.

Linux Dedicated Server
This is a prime example of the community contributing to the open source version of Torque 3D. Long-time member of the community, Fyodor “bank” Osokin, has contributed the changes to make the Linux dedicated server version of Torque 3D a reality. He has even tested it across multiple distributions so it is likely to work with your favorite one. Way to go, bank!

Other members of the community have also stepped in to offer improvements and suggestions. Following the Quality Assurance testing done at the GarageGames’ office, the Linux dedicated server feels solid and ready to serve your project.

Improvements and Bug Fixes
The 2.0 release of Torque 3D includes a large number of improvements and bug fixes. These came from the community and also from the GarageGames’ internal repository from the past year. Here is a complete list of everything that has gone into this release:

  • Fix some PHP 5.3.0 errors and warnings (Issue 42)
  • Fixes the dllmain.h template file to include MIT header (Issue 16)
  • Added support for FMOD 4.42.03 Stable (Issue 3)
  • Torque 3D Toolbox fix for project launching (Issue 12)
  • Prevented #define for in VS2012 (Issue 39)
  • Made Item network members properly in the editor. (Issue 37)
  • Required changes to the Torque3D to make it Linux-compatible. (Issue 19)
  • Fix for Issue #54 for PhysX client crash on exit (Issue 54)
  • Fix for Issue #56 for ShapeEditor save crash (Issue 56)
  • AI related bug fixes and improvements. (Issue 11)
  • Fix for Issue #62 for Large decal disappears (Issue 62)
  • Fix for Issue #64 for GuiTabBookCtrl rendering (Issue 64)
  • Rename AiPlayer::produce() to AiPlayer::spawnAtLocation() (Issue 67)
  • Fix for Issue #66 for Skinned mesh crash (Issue 66)
  • SpawnSphere leaves its spawned object at the origin (Issue 44)
  • Fix for Issue #88 for River Editor Snapping (Issue 88)
  • Fix for Issue #90 for Camera orbit object bug (Issue 90)
  • Fix for Issue #94 for Cubemap render bug (Issue 94)
  • Fix for Issue #96 for DAE updating crash (Issue 96)
  • Issue #106 Convex Shapes Consume Too Much Bandwidth (Issue 106)
  • Issue #108 Turret assumes "heading" node is parented to node with zeroed rotation (z-up) (Issue 108)
  • Issue #111 Fix various bitstream issues (Issue 111)
  • Issue #110 T3D 1.2 - Particle Emitter ejectionPeriodMS has 1000 limit (Issue 110)
  • Issue #114 FootStepSounds issue has occurred again (Issue 114)
  • Issue #116 Crash with text using high-numbered unicode characters (Issue 116)
  • Issue #118 Collada Importer doesn't render meshes without materials from blender (Issue 118)
  • Issue #120 ArrayObject Sort - Desc Parameter is inverted (Issue 120)
  • Issue #122 Issue in Material Editor Setting for Sounds (Issue 122)
  • Issue #124 CustomMaterial Back Buffer Refraction (Issue 124)
  • Issue #126 TCPObject gives "Got bad connected receive event" (Issue 126)
  • Issue #128 Soldier shadow displayed in 1st-person view looks wrong with no feet (Issue 128)
  • Issue #130 Decals not obeying smoothing groups on meshes (Issue 130)
  • Issue #132 RenderOcclusionMgr uses fixed function rendering (Issue 132)
  • Issue #134 VS2010 and .rc files (Issue 132)
  • Issue #136 Zoning Bug in Underwater Cave (Issue 136)
  • Issue #138 guiArrayCtrl Clip Rectangle Fix (Issue 138)
  • Issue #69 RayInfo distance with ContainerRayCast (Issue 69)
  • Issue #71 BitVector don't have copy-constructor/operator= (Issue 71)
  • Issue #141 Remove Toolbox and all game binaries (Issue 141)
  • Issue #61 GuiHealthTextHud - a C++ replacement for the scripted numerical health hud. (Issue 61)
  • Issue #151 New gitignore for Project Manager (ssue 151)
  • Issue #155 Billboard Creation on Dedicated Server (Issue 155)
  • Issue #158 Partial revert of changes from Pull #125 (Issue 158)
  • Issue #152 Unmatched Bitstream changes in Pull Request #112 (Issue 152)
  • Issue #166 Client does not completely load with a dedicated server (Issue 166)
  • Issue #170 Some assets do not load under Linux dedicated server (Issue 170)
  • Issue #172 Dedicated server - Crash when a turret fires at an enemy (Issue 172)
  • Issue #174 Player turret weapon targets the wrong direction (Issue 174)

Where to Find Torque 3D 2.0

As always you may find Torque 3D over on GitHub. Here is a list of all repositories:

With the release of Torque 3D 2.0 all changes in the development branch have been moved into the master branch. The development branch will now be used for changes related to the next release of Torque 3D. My T3D Open Source Launch blog has a section on Working with Torque 3D that describes how to get the source code, either through cloning the repository or using GitHub’s ZIP functionality.

In addition to GitHub we also have our own ZIP package that combines the Torque3D repository with the updated TorqueScript documentation, the Project Manager, and compiled versions of each of the templates. This package is ideal for those that do not wish to compile Torque 3D on their own, and is available here:

Complete Torque 3D 2.0 zip package



What’s Next for Torque 3D

With this first open source only release of Torque 3D complete we are now looking towards the next release. The Torque 3D Steering Committee has some ideas on what the road map could look like for the first half of 2013, and we will present this in the new year. But all of this can only happen with you, the community.

The Steering Committee exists to help provide direction and lend a hand, but it cannot do everything on its own. In January we will be asking for everyone’s help to continue to drive Torque 3D forward and make it the best open source 3D engine out there.


In Closing

I wanted to end this blog with an amazing video. This is a Virtual Reef that comes out of the Queensland University of Technology. It uses the power of Torque 3D to draw users into an interactive aquarium. Enjoy!



- Dave

#21
12/20/2012 (7:57 am)
@Szzg007:
AI navigation mesh support wasn't planned as part of this release. It would be nice to have it for the next release, but that will likely depend on the community.

- Dave
#22
12/20/2012 (8:06 am)
www.garagegames.com/community/forums/viewthread/132625

I forked off a thread since I figure some want to talk about versioning and some probably don't care as much.

#23
12/20/2012 (1:12 pm)
@Michael Hall
Thanks for the instructions, however I'm failing at finding what to run to launch the game. I generated the project via the new project manager, I open the generated game folder and I find nothing obvious that is to launch the game. I even went through a search of every exe in the Torque 3d folder and nothing seems to launch the game. Could you tell me what exactly I'm looking for? I even tried opening the Torsion project file, but it won't compile... I'm kind of grasping at straws here.
#24
12/20/2012 (1:38 pm)
@William: If you're cloning from GitHub you will need to compile the engine yourself using Visual Studio -- solution files for VS 2008 and VS 2010 are found for this under the buildFiles directory once the project is generated. If you're using the complete zip package, then that comes pre-compiled already. The name of the executable is ProjectName.exe (and ProjectName.dll) located within the game directory - the same directory where you found the Torsion project file. If the executable is not launching the game then you will need check the contents of the console.log (if any) and post a failure-to-launch issue describing fully the details. Further instructions and things to be aware of can be found within Readme.html and the contents of the Documentation.
#25
12/20/2012 (2:15 pm)
Man I hope they eventually make project manager work like the old one, this just isn't working. While it was workable (with exception if you had more than one project) prior to 2.0 update, I've now broken down and just downloaded the ready to go zip. Generated my project. Went in found the exe, launched the game (which is apparently a completely empty level with pysx, unlike the previous version where you could start with the default desert)started the game and hit F11 and nothing, tried every button I could think of, can't figure out how to access the world builder. Thanks for trying to help me Michael, I really appreciate it.
#26
12/20/2012 (2:26 pm)
All the default levels are still in the templates. The desert was only part of the Full templates which contained an empty level and the desert level.
#27
12/20/2012 (2:27 pm)
Quote:
Went in found the exe, launched the game (which is apparently a completely empty level with pysx, unlike the previous version where you could start with the default desert)
When you create a project you have the option of choosing a Template that it is based upon... sounds like it defaults to the Empty PhysX template for you.

The Editors are working for me, just tried with Full and Empty PhysX based projects. Are you by any chance using a non-standard keboard or foreign language layout?
#28
12/20/2012 (2:45 pm)
@William:
If you are on a laptop you may need to hold down the Fn key first (often in the bottom left of the keyboard) and then the F11 key. Laptops often make use of the function keys to do other things, such as control the volume.

- Dave
#29
12/20/2012 (4:47 pm)
O_O

Spits tea everywhere whilst watching the Virtual Reef video

I need that as a wall in my bedroom!

That thing is awesome!
#30
12/20/2012 (4:50 pm)
Is that picture in the blog one of Ron's levels? I've a feeling it might be ...
#31
12/20/2012 (10:06 pm)
The downloadable zip only has the following templates.
i11.photobucket.com/albums/a178/subofyourwill27/not_zps52c93320.jpg
@David I'm on a desktop with a full keyboard :(

Since I was having issues with the Github version I used the 2.0 download link: http://mit.garagegames.com/Torque3D-2.0.zip and this is what I got, only empty templates and the editor is not being called up with f11.
#32
12/20/2012 (10:53 pm)
@William:
I just downloaded the complete package from the blog and after I extract it, this is what I see when I start up the Project Manager and create a new project:

www.gnometech.com/torque/images/blog-2012-12-19/T3D-2-0-ProjectManager.jpg

When you go to your Templates directory don't you see the four templates there? If not, then perhaps something happened to your zip file download or the extraction of it.

- Dave
#33
12/20/2012 (11:32 pm)
@William: what is the size of the downloaded archive, and the size of the extracted package?
#34
12/21/2012 (4:19 am)
Torque3d 1.2.001 would have been more appropriate.
#35
12/21/2012 (12:50 pm)
Hi GG. When the original MIT release was made there was mention of some additional OS X work that was done in the "community" version of Torque3D that needed to be integrated back into the MIT line. Was this done?
#36
12/21/2012 (1:19 pm)
@Richard:
The maintainers of the community edition of Torque 3D haven't submitted any changes to the MIT licensed version.

- Dave
#37
12/21/2012 (3:10 pm)
nothing more to say, but...

++
#38
12/21/2012 (4:00 pm)
nice job guys
#39
12/21/2012 (5:36 pm)
I just looked at some of the forks. Someone's working on adding D3D11 support!
#40
12/22/2012 (10:24 am)
Ok, weird I re downloaded the zip and everything works now. No idea why the previous downloads were missing templates... Odd.