Torque 3D Open Source Update 2012-11-13
by Dave Wyand · 11/13/2012 (11:52 am) · 19 comments

Torque 3D Open Source Update 2012-11-13
Torque 3D was released under a MIT license on September 20, 2012. For those that may nothave been following our blogs on this release, please give them a read:
GarageGames to Release T3D as Open Source
The Future of Torque 3D is Open Source!
Open Call: Join the Torque 3D Open Source Committee
Torque 3D MIT FAQ
It's here! The MIT licensed Torque 3D GitHub repo is ready!
First T3D MIT Committee Meeting
We want your feedback on Torque 3D!
T3D Steering Committee Meeting Notes - 2012
Announcing the New Torque 3D Steering Committee!
Announcing the Open Source Torque 3D Project Manager
Torque 3D Open Source Update 2012-10-02
Torque 3D Open Source Update 2012-10-18
It has been three weeks since my last T3D update, and with us approaching the two month mark following the open source release, it is time for another update blog. We currently have three GitHub repositories:
The Torque3D repository currently has 265 forks and more than 740 stars. As expected, the Torque3D repository’s development branch has seen most of the action. The following changes have been made:
- 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)
Torque 3D Open Source Steering Committee
On October 24, 2012 we announced the new Torque 3D Steering Committee and welcomed Michael Hall and Ron Kapaun to the Committee. You may read more about the new committee here.The new Steering Committee has already had a few meetings. We’ve discussed the next release of T3D and we’re starting to form a near-term road map. As always, you can read the Committee’s meeting minutes for 2012 from this link to the forums.
- Dave
About the author
Producer at GarageGames LLC
#3
First of all, congratulations to Torque 3D Open Source team regarding to constant product updates, this shows us that the product is alive and trying to be increasingly improved.
Well, excuse my inexperience but I would like to know only two things:
Question 1. Is there any way to know which Torque 3D version I have installed on my computer?
Question 2. How do I might upgrade correctly the version of Torque 3D Open Source that I have installed on my computer?
The above questions may seem silly, but actually, I do not know how to do the updates in a proper way.
Many thanks in advance for any help.
Regards,
11/13/2012 (7:13 pm)
Hello Dave Wyand,First of all, congratulations to Torque 3D Open Source team regarding to constant product updates, this shows us that the product is alive and trying to be increasingly improved.
Well, excuse my inexperience but I would like to know only two things:
Question 1. Is there any way to know which Torque 3D version I have installed on my computer?
Question 2. How do I might upgrade correctly the version of Torque 3D Open Source that I have installed on my computer?
The above questions may seem silly, but actually, I do not know how to do the updates in a proper way.
Many thanks in advance for any help.
Regards,
#4
just asking....
11/13/2012 (10:01 pm)
its really great all the open source updates, will the "old paid for version" ever get an update?just asking....
#5
Will there be a Torque 3D v1.3 with these updates in for existing (paid for) licence owners, and will future version releases of Torque be MIT?
11/14/2012 (1:47 am)
Deepscratch, good question. I'd like to know this too. I'm not using MIT for my project, can we port/migrate MIT updates into our Torque 3D non MIT version? I'm assuming that this would be fine, as long as the header is retained for the source file being updated.Will there be a Torque 3D v1.3 with these updates in for existing (paid for) licence owners, and will future version releases of Torque be MIT?
#6
Heck if you felt so inclined you could rip out the render core from the MIT version and move it to another engine that you have the source for.
The MIT license allows things like that.
Ron
11/14/2012 (4:27 am)
Since Torque is now under the MIT license, I would imagine you can port anything from the MIT version into the paid version of T3D. Heck if you felt so inclined you could rip out the render core from the MIT version and move it to another engine that you have the source for.
The MIT license allows things like that.
Ron
#7
11/14/2012 (8:12 am)
The only version of T3D now is the open source one. All future updates are through that.
#8
The retail version installed into a Torque 3D 1.2 directory by default. I also believe any previous retail versions included their version number in the directory name.
If you downloaded a ZIP file from GitHub then there have only been two versions on the master branch so far. You can tell these apart by the executable name of the Toolbox. For the open source 1.0 release (which is based on the retail 1.2 release) the Toolbox is named Torque 3D.exe. For the open source 1.1 release (which fixed a Toolbox crash) the Toolbox is named Torque 3D Toolbox.exe. We'll make sure we put some version information into the included readme.
As for updating your current T3D you could use something like WinMerge to compare the files and copy over the changes to your own files. This is assuming you're not using Git to obtain your copy but downloaded a ZIP of the repository.
If you are using Git, then it has tools that allow you to fetch the latest release and attempt to merge in the changes. GitHub has some information about forking and updating here: help.github.com/articles/fork-a-repo. You could also look through their help system.
@deepscratch and Jules:
The MIT licensed version on GitHub is the next version of Torque 3D. We're not planning on selling a commercial version. The MIT license is a permissive one so feel free to merge any changes from the GitHub repo into your own projects (even those built on a retail version of T3D). Or as Ron pointed out, any other game engine. :)
And just to be sure that everyone is clear, using the MIT licensed version of Torque 3D does not mean that your game must be open sourced. You are free to release just the executable to your game and never let anyone else see the source.
And while on GitHub forking a public repo does make your fork public, you could also make a copy of the T3D repo into a private repo of your own on GitHub. Or don't use GitHub at all.
Does that answer both of your questions?
- Dave
11/14/2012 (8:51 am)
@Joao:The retail version installed into a Torque 3D 1.2 directory by default. I also believe any previous retail versions included their version number in the directory name.
If you downloaded a ZIP file from GitHub then there have only been two versions on the master branch so far. You can tell these apart by the executable name of the Toolbox. For the open source 1.0 release (which is based on the retail 1.2 release) the Toolbox is named Torque 3D.exe. For the open source 1.1 release (which fixed a Toolbox crash) the Toolbox is named Torque 3D Toolbox.exe. We'll make sure we put some version information into the included readme.
As for updating your current T3D you could use something like WinMerge to compare the files and copy over the changes to your own files. This is assuming you're not using Git to obtain your copy but downloaded a ZIP of the repository.
If you are using Git, then it has tools that allow you to fetch the latest release and attempt to merge in the changes. GitHub has some information about forking and updating here: help.github.com/articles/fork-a-repo. You could also look through their help system.
@deepscratch and Jules:
The MIT licensed version on GitHub is the next version of Torque 3D. We're not planning on selling a commercial version. The MIT license is a permissive one so feel free to merge any changes from the GitHub repo into your own projects (even those built on a retail version of T3D). Or as Ron pointed out, any other game engine. :)
And just to be sure that everyone is clear, using the MIT licensed version of Torque 3D does not mean that your game must be open sourced. You are free to release just the executable to your game and never let anyone else see the source.
And while on GitHub forking a public repo does make your fork public, you could also make a copy of the T3D repo into a private repo of your own on GitHub. Or don't use GitHub at all.
Does that answer both of your questions?
- Dave
#9
With regard to the T3D 1.2 MIT release, I didn't know if it was just this release that was under the MIT licence - so just getting clarification on future releases (if any).
@Ron / Scott - thanks for your input.
11/14/2012 (11:35 am)
@Dave - yes, thanks - clears that up. Just didn't know where we stood with regard to mainly using the original EULA mixed in with the MIT. Now that the AFX has a MIT build, I may just migrate everything over to that at some point.With regard to the T3D 1.2 MIT release, I didn't know if it was just this release that was under the MIT licence - so just getting clarification on future releases (if any).
@Ron / Scott - thanks for your input.
#10
Thank you for responding to my post and clarify my questions; however, I have yet some doubt because in the readme file into Torque 3D Open Source folder, there is not any information regarding the ZIP file version number from GitHub.
In fact, there was a changing in the name for the executable as you have described, from Torque 3D.exe to Torque 3D Toolbox.exe, but I do not know if the version of the executable is the 1.1.0.0.1 or 1.1.0.0.2 or 1.0.0.3 or any other numeration.
That is the key point on this question. Without any zip file version number how do I might know if I have or not the last version installed in my computer?
By the way, please, would you mind telling me if the zip files from GitHub are always updated, I mean, whenever an update of the program is released (Torque 3D Open Source Update 11.13.2012), automatically ZIP file from GitHub is updated also or that not occurs yet?
If this does not already happen, it would be possible to upgrade the ZIP file whenever an update has been released?
I'm asking this because I've downloaded the ZIP file from GitHub after the announcement of the release of the last update (11/13/2012), but there was no change on the files downloaded compared to previous files inside the Torque 3D folder. I have checked out all the folders and files inside the last zip file with WinMerge.
Many thanks again.
Cheers,
11/14/2012 (9:42 pm)
@Dave,Thank you for responding to my post and clarify my questions; however, I have yet some doubt because in the readme file into Torque 3D Open Source folder, there is not any information regarding the ZIP file version number from GitHub.
In fact, there was a changing in the name for the executable as you have described, from Torque 3D.exe to Torque 3D Toolbox.exe, but I do not know if the version of the executable is the 1.1.0.0.1 or 1.1.0.0.2 or 1.0.0.3 or any other numeration.
That is the key point on this question. Without any zip file version number how do I might know if I have or not the last version installed in my computer?
By the way, please, would you mind telling me if the zip files from GitHub are always updated, I mean, whenever an update of the program is released (Torque 3D Open Source Update 11.13.2012), automatically ZIP file from GitHub is updated also or that not occurs yet?
If this does not already happen, it would be possible to upgrade the ZIP file whenever an update has been released?
I'm asking this because I've downloaded the ZIP file from GitHub after the announcement of the release of the last update (11/13/2012), but there was no change on the files downloaded compared to previous files inside the Torque 3D folder. I have checked out all the folders and files inside the last zip file with WinMerge.
Many thanks again.
Cheers,
#11
Issue #141,In this update,I notice "Torque 3D Toolbox.exe" is deleted,so How can I produce my vs2008 solution? and How can I generate and Compile the "development" branches's source code?
thanks!
11/23/2012 (8:27 am)
Hello Dave Wyand:Issue #141,In this update,I notice "Torque 3D Toolbox.exe" is deleted,so How can I produce my vs2008 solution? and How can I generate and Compile the "development" branches's source code?
thanks!
#12
Issue #141,In this update,I notice "Torque 3D Toolbox.exe" is deleted,so How can I produce my vs2008 solution? and How can I generate and Compile the "development" branches's source code?
thanks!
sorry ,I find the answer:"generateAllProjects.bat "
11/23/2012 (8:30 am)
Hello Dave Wyand:Issue #141,In this update,I notice "Torque 3D Toolbox.exe" is deleted,so How can I produce my vs2008 solution? and How can I generate and Compile the "development" branches's source code?
thanks!
sorry ,I find the answer:"generateAllProjects.bat "
#13
Clicking on the ZIP button from the main repo page at github.com/GarageGames/Torque3D should give you the latest version. However, be sure that you've selected the development branch from the drop down branch list if you want the latest changes. By default, the master branch is chosen, which hasn't yet been updated.
@JianWei Wang:
With the Toolbox gone the idea is that you will use the new Project Manager found at github.com/GarageGames/Torque3D-ProjectManager.
The Project Manager will allow you to create new projects as well as regenerate the C++ solution/project files. But as you found out, you may run either run generateAllProjects.bat, or also run generateProjects.bat for the individual project. That is all the Project Manager does behind the scenes.
I've talked a bit about the latest version of the Project Manager that was released yesterday here: www.garagegames.com/community/forums/viewthread/132396
- Dave
11/23/2012 (9:57 am)
@Joao:Clicking on the ZIP button from the main repo page at github.com/GarageGames/Torque3D should give you the latest version. However, be sure that you've selected the development branch from the drop down branch list if you want the latest changes. By default, the master branch is chosen, which hasn't yet been updated.
@JianWei Wang:
With the Toolbox gone the idea is that you will use the new Project Manager found at github.com/GarageGames/Torque3D-ProjectManager.
The Project Manager will allow you to create new projects as well as regenerate the C++ solution/project files. But as you found out, you may run either run generateAllProjects.bat, or also run generateProjects.bat for the individual project. That is all the Project Manager does behind the scenes.
I've talked a bit about the latest version of the Project Manager that was released yesterday here: www.garagegames.com/community/forums/viewthread/132396
- Dave
#14
thanks for your reply,and In this update I found some memory leak when exit the toruqe 3d engine ,for example in file particle.cpp:
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), new FRangeValidator(-10, 10),
"Strength of gravity on the particles." );
Do you want to fix it?
11/23/2012 (10:43 am)
Hello Dave Wyand:thanks for your reply,and In this update I found some memory leak when exit the toruqe 3d engine ,for example in file particle.cpp:
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), new FRangeValidator(-10, 10),
"Strength of gravity on the particles." );
Do you want to fix it?
#15
Hmm. Looking at the type validators used in both ParticleData::initPersistFields() and ParticleEmitterData::initPersistFields() we probably have memory leaks (just from looking at the code). Drat.
In fact, the whole TypeValidator system should probably be implemented as modules so we make sure the common validators are always in scope. And then we can build custom validators for the particles in a module as well.
Thanks for pointing that out. If you already have a solution in place, it would be great if you could pass it along. Either way, I'll go ahead and open a ticket so this doesn't get lost in the blog.
- Dave
11/23/2012 (11:06 am)
@JianWei:Hmm. Looking at the type validators used in both ParticleData::initPersistFields() and ParticleEmitterData::initPersistFields() we probably have memory leaks (just from looking at the code). Drat.
In fact, the whole TypeValidator system should probably be implemented as modules so we make sure the common validators are always in scope. And then we can build custom validators for the particles in a module as well.
Thanks for pointing that out. If you already have a solution in place, it would be great if you could pass it along. Either way, I'll go ahead and open a ticket so this doesn't get lost in the blog.
- Dave
#16
thanks for your reply,I have ever heard a solution for this memory leak,but I am not sure if the solution is right or generate new bug,if this is wrong,please tell me,thanks again,the code is:
FRangeValidator RI-10_10(-10, 10);
void ParticleData::initPersistFields()
{
....
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), &RI-10_10,"Strength of gravity on the particles." );
....
}
11/23/2012 (8:46 pm)
Hello Dave Wyand:thanks for your reply,I have ever heard a solution for this memory leak,but I am not sure if the solution is right or generate new bug,if this is wrong,please tell me,thanks again,the code is:
FRangeValidator RI-10_10(-10, 10);
void ParticleData::initPersistFields()
{
....
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), &RI-10_10,"Strength of gravity on the particles." );
....
}
#17
thanks for your reply,I have ever heard a solution for this memory leak,but I am not sure if the solution is right or generate new bug,if this is wrong,please tell me,thanks again,the code is:
FRangeValidator RI-10_10(-10, 10);
void ParticleData::initPersistFields()
{
....
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), &RI-10_10,"Strength of gravity on the particles." );
....
}
11/23/2012 (8:48 pm)
Hello Dave Wyand:thanks for your reply,I have ever heard a solution for this memory leak,but I am not sure if the solution is right or generate new bug,if this is wrong,please tell me,thanks again,the code is:
FRangeValidator RI-10_10(-10, 10);
void ParticleData::initPersistFields()
{
....
addFieldV( "gravityCoefficient", TYPEID< F32 >(), Offset(gravityCoefficient, ParticleData), &RI-10_10,"Strength of gravity on the particles." );
....
}
#18
You wrote:
"Clicking on the ZIP button from the main repo page at github.com/GarageGames/Torque3D should give you the latest version. However, be sure that you've selected the development branch from the drop down branch list if you want the latest changes. By default, the master branch is chosen, which hasn't yet been updated."
Now I understood how to update successfully the Torque 3D MIT.
Thanks a lot for clarify.
Regards,
11/25/2012 (10:31 pm)
@DaveYou wrote:
"Clicking on the ZIP button from the main repo page at github.com/GarageGames/Torque3D should give you the latest version. However, be sure that you've selected the development branch from the drop down branch list if you want the latest changes. By default, the master branch is chosen, which hasn't yet been updated."
Now I understood how to update successfully the Torque 3D MIT.
Thanks a lot for clarify.
Regards,
#19
tbarlow
12/05/2012 (11:45 am)
Ok I see that the new MIT lic from GitHub of T3D will be the newest ver witch is cool what I am wonder to make sure I do it right what do I need to D/L from the GitHub site to update my paid ver basicly what files in my paid ver do I need to update to get the newest ver :) I know it was prob said above but I want to make sure I do it right :) thanks for the info guys tbarlow

Torque Owner Jules
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