Torque 3D Community Edition Is Alive
by Michael Hall · 06/05/2012 (8:27 pm) · 14 comments

Torque3D Community Edition is a version of Torque3D 1.2 with new features and bug fixes collected from forums, resources, and user knowledge. All changes are made by community members, and not officially by GarageGames. The project is maintained and shared via a private svn repository with Trac Project Management and Bug/Issue Tracking Service for the purpose of sharing these enhancements with all valid licensees of Torque 3D 1.2 upon request.
The establishment of the Torque 3D Community Edition began after a bit of discussion in a forum thread by Konrad Kiss in which he explained how he had to overcome some problems with stock engine code: you can read all about it here. Eventually this discussion led to a desire of several members of the community to come together in order resolve many of these issues for the benefit of all Torque 3D users, and how a centralized location was needed in order to allow such to happen. Fortunately for us all Alfio Saitta quickly jumped in and established a VPS platform with an Authentication System, Versioning Service, Bug/Task Ticket Management, Roadmaps, Changelog, Wiki, and more -- I'm sure he would appreciate any donation we can make to help cover his cost for maintaining this server. He continues to spearhead the bulk of the improvements seen so far.
- Fixing bugs, typos, and logic errors that were considered low priority for GarageGames and have yet to see an official fix but are of immediate concern for those in the community.
- Correcting coding errors that were found by using static code analyzers.
- Optimizing memory and string functions as well as key mathematics for greater overall performance.
- Continued enhancement and improvement of current features
- Inclusion of new features that can logically be of benefit to everyone.
Participation. Participation can be as simple as reporting on a bug/issue that has not seen official action or as much as you would like to contribute from your own skills and knowledge. A forum thread was created in order to have a centralized location for requests and license verification: Torque 3D Community Edition Activation. Once you have access to the Trac page, do make use of the Ticket pages to post bugs you know of and/or improvement requests so that we can begin dialogue about them on how best to resolve and assign tasks for these issues. Basic access only gives you read access to the repository - this is a safety precaution in order to reduce superfluous/accidental commits - but write access can be given to those who request it and wish to provide improvements and fixes of their own. We can of course still make use of
the Forums here for much of the discussion about project management and goals thereof but actual requests and tasks will be assigned or approved via use of the Trac Service ticketeting tool.
Another contribution by Alfio is a great basis for skinnable editors.
The Dark skin is so much more pleasing to the eye than the Default corporate look.

I actually see how this can be useful and easy to use for game GUIs and Hud skins as well!
I went through and removed the scripted numerical health display that I had added to Torque 3D -- which was only supposed to have been temporary -- and replaced it with a C++ GuiHealthTextHud. It works much like the standard GuiHealthBarHud, but shows numbers instead of a colored bar. There is also a T3D-CE wiki page dedicated to it's usage -- my attempt at documentation.


For extra fun, how about player gibs? We're actually making use of a standard yet neglected feature here.

There is also a modified version of the Improved Particle System resource by Lukas Joergensen that has been integrated.

And of course there have been other miscellaneous tweaks, fixes, and cleanup in preparation of the changes to come!
Our volunteer effort to expand on these and other improvements will depend on available time and skills of the participants already involved and upon you. It is up to you to begin discussions on what you would like to see on the Roadmap. I am silently compiling a list of bugs and other known issues for review but I am certain that my knowledge of these things is not comprehensive. We all have knowledge that can be beneficial to a collective group. That is what the Torque 3D Community Edition hopes to make use of: the collosal amount of information and knowledge that we all have a part in.
There are still a few organization hurdles to overcome, but this is where we all can have a chance to have say in what direction the Roadmap will take us. The greatest value as a whole will be seen as we, the Community, pull together for the benefit of all who wish to be involved.
The Community Edition can only be successful with the particpation and cooperation of the Community itself, and great things can be accomplished by a willing Community. I look forward to seeing what we can achieve!
About the author
Been dabbling with game-programming since the age of 10 when I got my first computer, a Commodore. Got serious about game-development after modding Tribes for several years. Doesn't sleep much. Drinks rum. Teaches guitar. Plays cello.
#2
06/06/2012 (4:35 am)
Cool! Can't wait to upgrade to 1.2 for this. Have a few things I would propose to merge in :).
#3
The hope is that with what we have now and what is still to come will help encourage others to jump in as well :)
@Daniel: I've actually been considering contacting you about some of the interesting things you've blogged about and your willingness to share before this came along. Your Recast resource is something I would like to see integrated and expanded upon -- subject to approval of course.
06/06/2012 (5:24 am)
Thanks guys. Most of credit should go to Alfio for his work in getting things started and his contributions so far. My part has bit miniscule compared to what he has done.The hope is that with what we have now and what is still to come will help encourage others to jump in as well :)
@Daniel: I've actually been considering contacting you about some of the interesting things you've blogged about and your willingness to share before this came along. Your Recast resource is something I would like to see integrated and expanded upon -- subject to approval of course.
#4
06/06/2012 (9:05 am)
I think this is a great idea, and have already submit a couple minor of resources I think others using 1.2 could take advantage of.
#6
06/06/2012 (10:36 am)
Great blog post Michael. The CE is very exciting and something I personally look forward to seeing develop as time goes on. Many thanks to Alfio for setting it all up, and to everyone else that contributed to the discussion for making it happen.
#7
Edit: looking forward for you guys to support 1.1 at some point :)
06/06/2012 (10:49 am)
Excellent initiative guys!Edit: looking forward for you guys to support 1.1 at some point :)
#8
@Novack: once we ensure stability and have "more" in place I believe we can get these enhancements ported back into 1.1. I think getting a diff between 1.1+1.2patch and the CE will be easier than trying to work against different engine versions at the same time, although I can assure you that there will be discussion of parallel development if there is enough interest -- I personally don't want to exclude anyone, but licensing legalities must be observed.
06/06/2012 (2:37 pm)
Interesting Resources and the knowledge gained from discussion, help, and sharing of code has always been one of the more exciting aspects of the Torque Community for me. The CE is a logical advancement of those contributions. I certainly look forward to what can be achieved.@Novack: once we ensure stability and have "more" in place I believe we can get these enhancements ported back into 1.1. I think getting a diff between 1.1+1.2patch and the CE will be easier than trying to work against different engine versions at the same time, although I can assure you that there will be discussion of parallel development if there is enough interest -- I personally don't want to exclude anyone, but licensing legalities must be observed.
#9
06/06/2012 (2:41 pm)
Indeed. Anyway, I would prefer not to have access to Torque 3D Community Edition, if it means a distraction over the main concern areas of the job.
#11
06/14/2012 (3:36 pm)
Michael: approval definitely granted! If you'd prefer to wait for me to do it, you'll have to give me about three weeks ;P. So far, from what I've read in the CE thread, the idea is to focus on bugfixes rather than enhancements. I'm cool with that, so it might be good to let stuff like Recast take a back seat until there's a consensus. On the other hand, it could easily go in a branch.
#12
We're not actually restricting anyone to bugfixes only. We do have a general "don't break it" rule in place, allowing anyone who wants to contribute, do so in whatever manner they wish: cleanup, optimization, fixes, suggestions, requests, testing... It's pretty easy to remove/revert a commit if we find that a particular one is causing problems.
In regards to Resource or features requests and other enhancements, so long as it doesn't interfere with or duplicate existing functionality, decrease performance, or increase network traffic (which is already somewhat bloated in stock), anyone is welcome to take on the task to integrate them - especially if they enhance them in turn.
At some point I think a branch for some of the more far reaching goals should be established, but that is something that will be in Alfio's hands since it is his server and bandwidth he is donating.
06/14/2012 (7:04 pm)
That'll be great Daniel. Recast is one of those enhancements that I think would be generally beneficial to everyone. I've still got some R&D on my plate and a few other assigned tasks so it would likely be a few weeks until I could get around to integrating it anyway.We're not actually restricting anyone to bugfixes only. We do have a general "don't break it" rule in place, allowing anyone who wants to contribute, do so in whatever manner they wish: cleanup, optimization, fixes, suggestions, requests, testing... It's pretty easy to remove/revert a commit if we find that a particular one is causing problems.
In regards to Resource or features requests and other enhancements, so long as it doesn't interfere with or duplicate existing functionality, decrease performance, or increase network traffic (which is already somewhat bloated in stock), anyone is welcome to take on the task to integrate them - especially if they enhance them in turn.
At some point I think a branch for some of the more far reaching goals should be established, but that is something that will be in Alfio's hands since it is his server and bandwidth he is donating.
#13
Congrats to you and Alfio for getting this going. Looks like it is going to be better then the main engine on GG alone. I didn't know what it was all about until I read this. Honestly, I think you guys are on the way to improving the current engine for everyone and make it much more usable for all of us to make some kick tail games with.
Will we ever see a Torque 3D v2.0 from this code even if Garage Games don't epand past the 1.2 code base they have? Will any new features that are put into a future release for their code be ported to this CE? Just wondering, I'm still new to the CE ver and still trying to figure it all out. Looks great thus far. Again, thamk you guys for creating this, can't wait to learn it more.
BTW, I'm not much on coding but could you use a few sounds for the engine? I'm an Ambient Artist on the side of my day job of driving a big truck. If You would be interested in putting this in a future release, let me know and I'll let you see what I have. Email me if you like dlstorminc@yahoo.com Thanks again, this is totally mindblowing for me :D
Will
08/05/2012 (11:04 am)
Michael:Congrats to you and Alfio for getting this going. Looks like it is going to be better then the main engine on GG alone. I didn't know what it was all about until I read this. Honestly, I think you guys are on the way to improving the current engine for everyone and make it much more usable for all of us to make some kick tail games with.
Will we ever see a Torque 3D v2.0 from this code even if Garage Games don't epand past the 1.2 code base they have? Will any new features that are put into a future release for their code be ported to this CE? Just wondering, I'm still new to the CE ver and still trying to figure it all out. Looks great thus far. Again, thamk you guys for creating this, can't wait to learn it more.
BTW, I'm not much on coding but could you use a few sounds for the engine? I'm an Ambient Artist on the side of my day job of driving a big truck. If You would be interested in putting this in a future release, let me know and I'll let you see what I have. Email me if you like dlstorminc@yahoo.com Thanks again, this is totally mindblowing for me :D
Will
#14
Once we have a new Template in place (I'm about 95% complete on my end) I would like to have an example of music for the main menu and loading screens, with maybe an example for level music -- I'm using some stock Torque sounds as placeholders currently. If that's something you'd like to contribute we can certainly discuss the particulars once we have the Template live for testing and pending approval as the official CE Starter Template.
08/05/2012 (12:25 pm)
Thanks Will. The greatest accolade should go toward Alfio for setting up the server and svn for us, as well as for his improvements, and of course thanks for everyone else who has become involved.Quote:I would hesitate to say there would ever be a unique version number change for the CE... but there has been some discussion of some longer range goals that would make it a good topic for discussion. For the time being and so long as we are fixing errors and adding optimizations just calling it the 1.2 CE version seems suitable.
Will we ever see a Torque 3D v2.0 from this code
Quote:I want to say yes, but that will depend on whether GarageGames makes 1.3 a paid update or changes the EULA. In either of those cases we would have to limit what changes could be ported, much like we're restricted from sharing the CE with 1.1 users now.
Will any new features that are put into a future release for their code be ported to this CE?
Once we have a new Template in place (I'm about 95% complete on my end) I would like to have an example of music for the main menu and loading screens, with maybe an example for level music -- I'm using some stock Torque sounds as placeholders currently. If that's something you'd like to contribute we can certainly discuss the particulars once we have the Template live for testing and pending approval as the official CE Starter Template.
#15
08/05/2012 (3:35 pm)
What an awesome initiative! Good job, guys. And thanks for setting it all up Alfio. 
Torque Owner Stephan - viKKing - Bondier