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Torque X 3D Update

by John Kanalakis · 01/18/2010 (2:23 pm) · 23 comments

Development is wrapping up with Torque X 3D as we start preparing for the next release. That means getting final bug fixes in, preparing installers, and lots of testing. Here's a quick update with what's going on in the world of Torque X 3D. I'll post a similar writeup relating to Torque X 2D soon.

Xbox Live Avatars

Xbox Live Avatar support is available in Xbox 360 games only, not Windows, (a limitation that Microsoft has imposed). Unfortunately, that make's it a bit of a hassle to take quick screen captures to share. But, soon your games can render a players own avatar, or dynamically create a random male or female avatar, as part of the 3D scene. However, you're not able design or customize your own avatar on-the-fly, another Microsoft limitation.

3D Billboards

Billboards are a fast ans efficient way to add more life to a 3D scene. Each billboard is just 2 polygons that always turn to face the camera. Billboards are now supported with a new rendering component, called T3DBillboardRenderComponent. You provide the transparent .png image and the engine does the rest. If you want to quickly add a lot of life to a 3D scene, you can simply use the new XTerrainBillboards game object, provide a single billboard template, and then set some parameters, such as Distance and Quantity. The new game object will randomly create instances of the billboard, scatter then around randomly, and then snap them to the terrain.

www.envygames.com/share/billboards.jpg
Randomly scattered plant billboards can add life to a 3D scene.


Projecting Terrain Decals

Here's a preview of a new component, T3DTerrainDecalComponent, that renders a decal to the terrain under the owning TorqueObject. The component attaches to any TorqueObject and projects a graphic that you choose to the terrain below it. In this example, it serves as a simple compass that remains fixed below the player. There are currently some painting issues that are being worked on, as you can see in the video.

Early look at the terrain decal painter.



New 3D Editor Update

The new 3D editor is coming along well. For those that missed the last update, we are currently working with the existing Torque 3D editor, adding new support for components, interacting with Visual Studio, and reading/writing Torque X scene file. It's a win for everyone: one less editor for us to maintain, a great 3D scene building experience for developers, and level designers can easily move between projects that are based on Torque 3D and Torque X 3D. Even better, this also means that Torque X will be getting a lot of new feautes, such as terrain editing and painting. Lightmapping is also supported; when models are added to the scene and cast shadows to the terrain, those shadows can also appear in your game. Overall, the new editor is easier to use and will step up the quality of your Torque X games. The new 3D editor won't be finished in time for the next release 3.2.1 and I don't want to wait until the April release to get it out. So, we're likely to have an interim release in between.

www.envygames.com/share/txeditor.jpg
Preview of the new Torque X 3D editor.


XNA Game Competition is on...

The next Dream-Build-Play game competition is on. Time to take your cool Xbox 360 game ideas, build them out, and enter them to win some serious cash and possibly a publishing deal. Games can be submitted from January 19th thru March 3, 2010. And of course, Torque X games are eligible for entry.

For more information about the Torque X game engine and making games for Xbox 360, visit the Torque X product page.
Torque X 3D Engine Details
Torque X 2D Engine Details

Well, it's time to get back to work. There's a lot of coding and testing left to be done before release. We're just a week away from turning over the next release to the Beta testers, and then on to the public release of 3.2.1.

John K.

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.

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#1
01/18/2010 (2:40 pm)
Awesome, an update to the Torque editor!
Icons, new tools and everything. Keep it up.
Anything to make our work easier is will sure to be of great use.

#2
01/18/2010 (5:43 pm)
are there no shadows in TX3D? every screenshot I see looks like this is the case.
#3
01/18/2010 (8:12 pm)
Hehe T3D meets T3DX :)
looks nice for those who have the possibility to dip into the Indie Marketplace :)
#4
01/19/2010 (2:42 am)
Very nice news John....finally TX is really taking off ;-)!
@james: no, there are so far no shadows yet except a blob shadow component, but if you look at Johns blog regarding the TX roadmap, shadows will be implemented.
#5
01/19/2010 (9:25 am)
This is great news!

Now i just have to convince my brother that if i do some test builds on his Xbox it wont screw anything up..
#6
01/19/2010 (11:48 am)
no shadows till 2011. :( bummer that one is a deal killer for me.

What about the collada stuff or DTS second UV and using stuff out of PureLight? does that work?
#7
01/19/2010 (2:58 pm)
Looks great John!
#8
01/19/2010 (5:58 pm)
Yes, the new editor is going to be great to work with, much more like the Torque X 2D editor. James, I think shadows will be coming in a lot sooner than 2011. We're already ahead of schedule with the new 3D editor (with lightmapping and terrain editing). If we continue at this pace, we should be able to beat the schedule laid out in the last post. We might also change priorities a little so that some features come sooner than others. Everyone else, thanks for the support.

John K.
#9
01/19/2010 (10:09 pm)
Just of note the doc links on the landing page are wrong and it seems that torque X licensing has changed there seems to only be the 2d and 3d products now and not the TX pro. is this correct? just the tx 3d for $250ish?
#10
01/19/2010 (11:24 pm)
Bravo on the out-of-cycle editor update!

BTW, the registration ( NOT submission ) deadline for Dream Build Play was January 18th, 2010.
#11
01/20/2010 (1:24 pm)
Yes, the licensing has changed. The Torque X packages have streamlined to just the 2D product and the 3D product. Each product includes the editor and full source. Selling the editor separately from the engine was just too confusing for many, so this was the answer to simplify.

Kyle, thanks for the correction. The good news is that there's a good amount of time to take an idea and build out something to enter. I'm planning to get a couple of Torque X updates out before the contest closes.

John K.
#12
01/20/2010 (1:49 pm)
hmm might pict this up soon. How function is the demo?

and again I'll pose the question what about stuff done in Purelight? I guess has the TX version of DTS been updated to the same that is in T3D? Second UV channel.

What about Collada is chance that could be used? or just dts, x, and fbx,?

I'm fine with DTS to be honest. I'm not that big of a fan of collada. But it would be nice to be able to bake stuff in purlight and use it in TX. especially with the current shadow situation.
#13
01/20/2010 (4:34 pm)
Hi James, i don't think there's a demo version at the moment. I'll have to check on that. We used to have one. As for pureLIGHT, I do want to have that updated soon, I'm already in contact with the pureLIGHT developers. Collada support is coming in later on, so for now, DTS is the preferred format with additional support for X and FBX formats. The best part of all this is that Torque X has a roadmap and a plan to get features in. We have good adoption and a lot of games in the Infie Marketplace using Torque X. So, we're continueing to invest into new engine and tool features. 2010 looks like a great year for Torque X.

John K.
#14
01/20/2010 (4:52 pm)
yeah it looks to be a very old version for the demo. like 3.1.4 or something.
#15
01/20/2010 (5:16 pm)
I am really psyched about the common editor, I really like the current T3D editor. Can the terrain decal be animated? I am getting ideas.

Can't wait to work with it.
#16
01/21/2010 (9:14 pm)
will the Avatars have rigid collision support? Meaning will they collide with the terrain? or will that be something that we will have to handle on our own?
#17
01/21/2010 (11:13 pm)
Avatar collisions are exactly the same as other DTS shape collisions. That is, after you add an avatar render component to your TorqueObject, you just add the collision shape you want as well. The FPS Demo demonstrates the use of collision spheres on the main player. The Avatar demo project that comes with the next release will demonstrate the rendering of an avatar with gravity that pulls him to the terrain and basic collision spheres in place, and responding to player input using the new fixed angle (rts) camera.

John K.
#18
01/22/2010 (5:33 pm)
will there be a updated demo when it comes out?
#19
02/16/2010 (10:52 pm)
I don't have to have those billboards snapped to a terrain do I? Will it scatter them in the distance in 3 axis? (I'm making a space game after all..)
#20
03/05/2010 (6:06 pm)
Can any Torque X Pro owners out there tell me whether or not this 3.2.x release has come out yet?

@John - Any thoughts on when that interim release might happen? If it was slated for April, that's right around the corner...is it even worth an interim release?

The new editors will probably be what drives me to buy this thing (that and my wife and kids not blowing money like it grows on trees).

;)

--RB
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