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Torque3D is going multiplatform, thanks to BeamNG

by Luis Anton Rebollo · 02/24/2014 (4:03 pm) · 27 comments

A month has already passed since the announcement of the future crowdfunding to port T3D to other platforms. It has been a quiet time, but there are also some good news.

BeamNG people have offered me to work with them in the port of T3D, i can now work full time to finish the work i've been doing so far. From the beginning they expressed to me their interest to collaborate with the Open Source development of our engine and hope that together we can give a significant boost to the development of T3D.

If you don't know the people of BeamNG...


Quote:

Who we are


BeamNG is a young startup company developing a state of the art real time physics simulation engine. We are currently a team of two programmers and two artists that founded the company in 2011.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and Operating System.
Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL

Our mission

To have realistic, accurate, destructible and malleable physics everywhere. To make anything possible

Beginning in March, our first objective is to finish the port to OpenGL and prepare a merge with the GG repository. You can follow the development on Github.com/BeamNG/Torque3D and I will be updating the thread on T3D OpenGL Status at least once a week.

I would like to thank all of you who are interested in the project. Your interest has motivated me to continue working.

Also a thank you to the people of "Life is Feudal" for your interest in helping the project.

Thank you BeamNG for offering me this opportunity.

About the author

I'm working on a port of Torque3D to OpenGL and Linux/SteamOS

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#21
02/27/2014 (6:30 am)
Really good news, but I am can't believe that this still free and not become part of BeamNG.
#22
03/03/2014 (12:50 am)
Awesome news.

Thank you Luis for your hard work.

Thank you BeamNG for allowing Luis to do the work and for allowing it to remain OpenSource.

I am extremely grateful and looking forward to seeing the fruits of your labor and generosity. Thanks again.
#23
03/09/2014 (12:45 pm)
Good work Luis, we donated $20 per month for the port on paypal.
#24
03/11/2014 (8:10 am)
Is there any chance to have a better build system for Linux that supports more distros? Like scons or cmake.
#25
03/13/2014 (10:49 am)
wow really cool. Have you guys been thinking about how you might do all those physics in a client/server environment? There is everything from the server simulating it and relaying the info to the clients, to using impulse physics that can apply the same exact information on all clients and essentially replicate what happens so everyone sees the same thing.

Lots of design choices and options, just curious if you had thought about it and what approach you might take. thanks!
#26
03/15/2014 (4:52 am)
Roger: CMake is on our list of things to do in the future. We will evaluate alternatives like scons if they will work equally well on all platforms!
#27
03/21/2014 (1:09 pm)
Daniel, Im interested in giving a hand with both scons or cmake, if somebody explains me the dependencies and all the involved source files. Also, I can provide feedback on Fedora and perfomance on my AMD card.
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