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Torque 3D Open Source Update 2012-12-13

by Dave Wyand · 12/13/2012 (4:28 pm) · 8 comments







Torque 3D Open Source Update 2012-12-13

Torque 3D was released under a MIT license on September 20, 2012. For those that may not
have 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
Torque 3D Open Source Update 2012-11-13

We’re quickly approaching the three month mark following the open source release and it's time for another update blog. We have three GitHub repositories:

The Torque3D repository currently has 292 forks and more than 780 stars. As expected, the Torque3D repository’s development branch has seen most of the action. The following changes have been made since the last update blog:

  • 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)

Next Release of Torque 3D

The most recent work has been getting Torque 3D ready for our next release, which is scheduled for the week of December 17. This has involved GarageGames’ Quality Assurance department testing all of the changes that have been made since we went open source, and reporting back any found issues. Some of the more recent changes to the development branch are a result of this testing.

The actual release will involve merging all of the changes from the Torque3D development branch into the master branch. We will also be putting together a package that includes the new Project Manager, compiled binaries and updated TorqueScript reference documentation for those that don’t want to compile the engine themselves. The original plan was to put these packages on GitHub to keep everything together, but as of December 11 they removed the Downloads page from all repositories. We’ll let you know where to find the complete package in next week’s blog.

Torque 3D Open Source Steering Committee

The new T3D Steering Committee has been meeting each week since the latest members joined at the end of October. You’ve already seen some of blogs that are a result of these meetings:

Update and a Challenge for the Community
Torque 3D Open Source Update: Template Refactor
Torque 3D Open Source Update: Template Refactor #2

And of course, the minutes to each of our meetings are available here. Something we’ve been talking a lot about is the road map for Torque 3D for the first half of 2013. Once we have this next release out the door we will share our thoughts with the community.

- Dave


#3
12/14/2012 (1:48 am)
Cool. Will this be version 1.3?
#4
12/14/2012 (7:44 am)
@BigDaz:
We've decided that the next release will be labelled 2.0.

- Dave
#5
12/16/2012 (4:19 am)
Thanks for the update! Great job.
#6
12/18/2012 (11:08 am)
I know this is the Torque 3D Open Source post but will any of these updates go into the reg T3D or is everyone being encouraged to use the open source version now? Been trying to decide whether to port my existing work.

Thanks,
-Wes
#7
12/18/2012 (11:28 am)
This IS the regular version now :)
#8
12/18/2012 (9:36 pm)
Weslyn,

I recommend using the MIT version. It will always be the most up to date.

Ron