The Future of Torque 2D is Open Source!
by Michael Perry · 12/14/2012 (5:13 am) · 83 comments

The Future of Torque 2D is Open Source!
I liked Dave Wyand's kickoff blog for T3D Open Source so much that I will be mimicking it for this first Torque 2D MIT blog. The big news coming out of GarageGames is that Torque 2D will be going open source under the MIT license. For months, I have been posting blogs talking about R&D Torque 2D technology. In reality, it was always planned to make these improvement available to the world. Much like Torque 3D, we had back and forth discussions on whether we should charge for the update or go the route of open sourcing. Eric has posted a blog talking about why Torque 2D is heading in this direction and a little of the history behind the decision. If you haven’t yet read Eric’s blog please head over there and read it first.Two additional important bits of information in that blog are that previous license holders will get one last update to help finalize their games, and that I will be leading up the Torque 2D MIT development.
Personal Introduction
While the veterans out there know who I am, many of our newer community members may not. First things first, you can call me Mich. I’ve been a part of the GarageGames community since November 2004. I first learned of GarageGames when my team decided to use Torque Game Engine 1.4 for our student project at Full Sail. After the project was finished, I was hooked on GG. I loved the products, the community, and the company. I knew I wanted to work for them, but I was not sure if that would ever come to be.I ended using Torque Game Engine Advanced for my first job out of college, which mean spending even more time in the forums looking for support and posting my discoveries. Eventually, I decided to give back to the community and began writing tutorials for free. This caught the eye of the Tech & Tools Team (GarageGames Torque team back in the day). A fateful encounter at GDC resulted in me being hired full time to write documentation. This was an amazing moment for me, topped only by my marriage and the birth of my first son.
Eventually, I grew out of my documentation position and was given the opportunity by Eric Preisz to start coding full time. My choice was obvious. I love our 2D technology and community, so I took up the reigns for iTorque 2D. The rest, as they say, is history.
How will the open source version work?
We’ve chosen GitHub to host the Torque 2D repositories. GitHub has taken on the role of the location for Open Source projects on the Internet. It allows for great community interaction, encourages the forking of code bases, and easy merging of changes. And if you’re not yet into git (GitHub for Windows and Mac are tools that really help), GitHub Subversion access. We will be figuring out a way to provide a fully packaged zip download later.
Anyone may have Read Access to the public Torque 2D repositories. You create your own fork and do your development work there. You can merge updates from the master branch into your own as they become available. And if you have changes you wish to share with the community to be integrated back into the master, you create a pull request and someone with Write Access can review the changes and merge them in.
Who will maintain the repositories?
To maintain the master Torque 2D branch a committee will be set up that has Write Access and may respond to pull requests. This committee is dedicated to making the best core version of Torque 2D so that others can build upon a reliable foundation. Performance, reliability, maintainability and scalability (should turn that into a crest :) are the goals of this committee.The launch committee will consist of the following GarageGames members:
- Michael Perry (lead and engineering)
- Melv May (engineering)
- Eric Preisz (overseer)
- David Montgomery-Blake (initial support)
Torque 3D already has a mission statement, which I believe is more than suitable to adopt for Torque 2D MIT:
Quote:Our mission is to build a foundation for a sustainable environment that fosters collaboration and community development of the greatest open source game development platform.
However, we don’t believe that committee members should only come from GarageGames. One of our primary tasks is to seek out and retain qualified core team members that are dedicated to our goals. Over time everyone but myself will be replaced by members of the community and the committee will be allowed to grow as required.
What will be included in the open source version?
Unlike Torque 3D, which already had a stable version to upload (v1.2), the new Torque 2D is in the final stages of development. Only GarageGames has had access to the new features, primarily used to develop 3 Step Studio. It's more than just an open source version of Torque 2D. Take Torque 2D, combine it with iTorque, add in Box 2D physics, several major enhancements and bug fixes, and make it open source. That is Torque 2D MIT.
Box 2D | TAML | iOS | PC | OSX | MIT
By unifying Torque2D and iTorque into a single code base, GarageGames will be able to offer a single 2D game engine for iOS, Mac and PC. Finally, when we made our changes, it broke functionality in several of the older T2D/iT2D editors. In order to work in an open source environment as soon as possible, we made a decision to publish our initial version of Torque 2D MIT without the editors; in other words, the initial version will be an API only engine with tool development to follow thereafter.
I will be posting more technical blogs over the next two weeks that will cover the new features and the difference between the new version of our 2D technology vs the legacy technology.
Post Launch
Following the launch of Torque 2D on GitHub, another job of the committee will be to come up with a roadmap. We’ve decided to wait until after launch to do this because we want community feedback to help chart our course. My personal list of things I’d like all of us to tackle are:- Platform system cleanup
- Example game modules
- iOS platform overhaul
- Project generator
- Deciding on an editor framework
- Particle system
- Additional platforms (Android and Linux)
- Mich
About the author
Programmer.
#2
12/14/2012 (5:52 am)
++
#3
12/14/2012 (6:21 am)
Two t'sthumbz up!
#4
Best of luck with the release; I hope it's a great success!
12/14/2012 (6:37 am)
Great news! I know it's a lot to ask for but I feel that for 2D games, web deployment is essential - preferably plug-in free.Best of luck with the release; I hope it's a great success!
#5
[REBOOT]
While I have a flood of ideas for which I will personally be contributing, I urge everyone that will be involved with the editor framework to do designs that are open-ended.
All of us (especially us iT2D junkies) know all too well how fluid iOS is and how things change or expand at a pace with which has been difficult to keep up.
Do these designs with the knowledge that they will change soon and often. In fact, I think we need to take the route of a dynamic editor interface in which end-users can toggle on/off features they desire, and to easily add new feature sets without needing to recompile the editor (akin to a CSS-based visual layout).
Now, I must go ponder my fate as I decide whether to tell my wife that I must refactor my entire project or just release what I have and make a future rewrite as a glorious update that will have end-users wondering "WTH didn't you do this in the first place?"
12/14/2012 (6:56 am)
Can't...stop...brain...firing...too...many...thoughts. [CRASH][REBOOT]
While I have a flood of ideas for which I will personally be contributing, I urge everyone that will be involved with the editor framework to do designs that are open-ended.
All of us (especially us iT2D junkies) know all too well how fluid iOS is and how things change or expand at a pace with which has been difficult to keep up.
Do these designs with the knowledge that they will change soon and often. In fact, I think we need to take the route of a dynamic editor interface in which end-users can toggle on/off features they desire, and to easily add new feature sets without needing to recompile the editor (akin to a CSS-based visual layout).
Now, I must go ponder my fate as I decide whether to tell my wife that I must refactor my entire project or just release what I have and make a future rewrite as a glorious update that will have end-users wondering "WTH didn't you do this in the first place?"
#6
I'm currently working on migrating Spriter into stock TGB (as I mentioned in the previous blog), and with the talk of composite sprites (it may not be needed) but giving users that amount of control over 2d Animations is just mind-blowing.
I also work with a lot in networking code, so if it's going to stay as LITE network code (which.. is actually pretty slick, if you look at it right!!)
I've been absent from the community interaction far too long, and I believe it's time to do what I can to help a product I have passion for. Can't wait to hear more about the upcoming features!!
12/14/2012 (7:57 am)
I'm ultra excited about the future of T2D!! I've been working with it for years, just not a lot of "sustained" projects under my belt, but vast experience. If there's any way to help things along, please ask, whether it's generic game modules, to documentation tutorials, anything to assist with the release!! I'm currently working on migrating Spriter into stock TGB (as I mentioned in the previous blog), and with the talk of composite sprites (it may not be needed) but giving users that amount of control over 2d Animations is just mind-blowing.
I also work with a lot in networking code, so if it's going to stay as LITE network code (which.. is actually pretty slick, if you look at it right!!)
I've been absent from the community interaction far too long, and I believe it's time to do what I can to help a product I have passion for. Can't wait to hear more about the upcoming features!!
#7
12/14/2012 (10:42 am)
Wao ... I'm excited about iTorque will be Open Source.... I think is good news ... Good Luck Michael ;-)
#8
12/14/2012 (10:47 am)
Deja Vu? Have I heard something about this before?
#9
Lack of and editor will hold off my adoption of the new version until one has been implemented.
As for the future goals I agree with what Mich has outlined as a great starting point, especially adding support for android and Linux.
12/14/2012 (11:09 am)
So I go way for a week and comeback to this great news. I was ready to buy the next great version of Torque 2D when it was ready to release. But now with the MIT version looming on the herizion I will wait.Lack of and editor will hold off my adoption of the new version until one has been implemented.
As for the future goals I agree with what Mich has outlined as a great starting point, especially adding support for android and Linux.
#10
12/14/2012 (12:25 pm)
I'm throwing in my support for adding Android and Linux support. I'm extremely pleased with the direction GarageGames has been going, and I hope they're seeing lots of service contracts as a result. I really want them to do well from this venture :)
#11
12/14/2012 (12:38 pm)
Great news! Frankly, with the exception of the particle editor, I never use the editors. While you're putting them back together I would love it if they were a little more modular so that we could just use the editors that we want. I know that doesn't make it easier for new people but I would be happy. But that's just a side note. Thanks for making it open source. I'm looking forward to contributing.
#12
12/14/2012 (12:47 pm)
A shame about the lack of editor, people like me will be too dumbfounded to use it.....
#13
There are higher priorities, believe it or not. Melv and I have tons of discussions about what we wanted to change, but did not have time to. Now there will be time and plenty of people to make it happen.
In other words, editors WILL be a part of the new Torque 2D, just not at launch. Even so, the new API and simplified setup is a lot easier to create a game by hand. Trust me.
12/14/2012 (12:52 pm)
The editors are going to be a very important topic, as that was always the main selling point of TGB and iT2D. We will create new editors, but I want us to approach it with a full plan. We will not just slap something together for the sake of speed and whim. Certainly, someone can fork the repo and try to get the old tools up. That's great thing about going open source. Anyone can do what they want, but I hope to launch an official tool set for the master branch.There are higher priorities, believe it or not. Melv and I have tons of discussions about what we wanted to change, but did not have time to. Now there will be time and plenty of people to make it happen.
In other words, editors WILL be a part of the new Torque 2D, just not at launch. Even so, the new API and simplified setup is a lot easier to create a game by hand. Trust me.
#14
12/14/2012 (2:21 pm)
This is too damn cool. I'm really stoked to see GG going in this direction, and even more excited to see what people make with the new OS engines!
#15
It's a dream come true. Open-source is a pretty bold move but many companies with good niches have done really well with it.
Of course, like any good T2D user, I have my opinions on the best way to go for the editor. :P I'll hold my tongue for now.
Congrats team!
12/14/2012 (9:21 pm)
As I posted on Eric's blog: Yeeee...... hawwww!It's a dream come true. Open-source is a pretty bold move but many companies with good niches have done really well with it.
Of course, like any good T2D user, I have my opinions on the best way to go for the editor. :P I'll hold my tongue for now.
Congrats team!
#16
12/14/2012 (10:11 pm)
2013 is too far away!! I'm soo happy my brain could explode into 8bit binary digits LOL
#17
Idk how you guys are doing it but rock on GG crew and keep on keepin on.
12/15/2012 (4:36 am)
It's so awesome to see GG actually being able to meet the dreams of it's founders.Idk how you guys are doing it but rock on GG crew and keep on keepin on.
#18
12/15/2012 (5:07 am)
Sounds awesome, don't care about the editors at all - isn't that what 3stepstudio is for. When can we expect to get access?
#19
There is also non-coding work to be done. I want to throw the product through at least one test cycle to make sure our work runs on other machines. We also need to strip out anything 3SS related, which accounts for about 90% of the scripts. Finally, a very basic project generator is needed.
I've selected five developers from the community to get early access to an unstable version. They have already agreed to use part of the holiday break to check out the engine and report any major blockers that might have slipped by us.
12/15/2012 (5:40 am)
@Scott Wilson-Billing - Eric's announcement blog stated early 2013. Melv and I are working fast very hard to finish the OS X platform before the holiday break. I also need to make some basic improvements to the iOS platform layer. The rest of the engine is code complete.There is also non-coding work to be done. I want to throw the product through at least one test cycle to make sure our work runs on other machines. We also need to strip out anything 3SS related, which accounts for about 90% of the scripts. Finally, a very basic project generator is needed.
I've selected five developers from the community to get early access to an unstable version. They have already agreed to use part of the holiday break to check out the engine and report any major blockers that might have slipped by us.
#20
12/15/2012 (5:54 am)
Thanks Michael, looking forward to it. I'd also be happy to take any early access, unstable version and have a crack at porting - not the holiday though, my wife would kill me :D 
Torque Owner David Helmer
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