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Torque 2D: New Steering Committee and More!

by Michael Perry · 02/22/2013 (8:20 am) · 22 comments






Exciting Torque 2D Updates!





Greetings everyone! I've got some great things to report in the world of Torque 2D MIT. We've got a new team, new engine features, tons of new documentation, and new community updates.

History of Open Source Torque 2D

Before I proceed with the update information, you can review the past history of Torque 2D MIT by reading these blogs:

Torque 2D MIT Coming Soon
The Future of Torque 2D is Open Source!
Open Call: Join the Torque 2D Steering Committee
Torque 2D MIT 2.0 Now Available!
Torque 2D MIT: Two Weeks Later


Steering Committee

From the very beginning our plan has always been to transition to where the community makes up the majority of the Torque 2D Steering Committee. We sent out a call looking for members of the community to step up and take part. We received a number of great submissions and of those, we’ve chosen two, longtime members to make up the first community-based Committee. Please welcome the new Torque 2D Steering Committee:


I normally provide an introduction for folks, but this time around I would like Simon and Charlie to post their own introduction in the comments. I will copy and paste their words back into this blog. I think their enthusiasm and reasons for joining the committee will speak far better than my own introduction could.

For this first community version of the Steering Committee we decided to start small. It was a very touch decision and I want to personally thank all those who showed interest. I still hope we can collaborate on Torque 2D improvements in the future. We will remain at this size for about six months and see how everything works out.

Over time our community will grow and we will grow the Committee with it. If any of you are interested in joining the Steering Committee please send me an email and I will add you to the list along with those that have already put in their names.


Documentation

As I mentioned in my last blog, Melv and I ramped up the documentation effort for Torque 2D. You will be hard pressed to find bigger advocates for engine documentation than the two of us. Our first submissions were handwritten guides and introduction docs. We are already getting great feedback and will continue to contribute.

Still, it's very tough to beat the actual engine documentation. We set up an automated process on our build server that will generate reference pages for all classes, member fields, class methods, and global functions exposed to TorqueScript. Every time there is a commit to the master branch on our GitHub repository, the reference pages will automatically regenerate and push to this location: Torque 2D References Pages.

There is still a lot of work to be done on filling out the actual content, but that's where you all come in. To help us with developing the documentation, you can create pull requests against the development branch. Just like code improvements, we can evaluate the documentation and push it into the master branch. This will kick off the process, making our documentation effort fully open source as well.

More details on the documentation process will be coming soon...


GG Improvements

So you have to be wondering what was shown in the video at the top of this blog and how you can use it. The video shows off one of our new Scene-controllers. Scene-controllers are a work-in-progress which allow you to add fast behaviors to the scene. You can add as many controllers as you wish and easily develop your own. Unlike scene behaviors which are written using TorqueScript, Scene-controllers are written in C++ and offer very high performance. Some controllers will affect scene objects within a specific region, some will affect those that are added to them directly etc.

For instance, a few controllers that are being worked on now are:

- Constant-Force controller - Applies a constant force to any objects added to the controller. Can make this variable to act like wind!
- Buoyancy controller - Applies physical buoyancy behavior to objects within a region.
- Point Force controller - Applies a force to any object within a certain radius of its position, can even apply a repulsive force as well

Using controllers is really easy:

// Create and configure my controller.
%controller = new ConstantForceController()
{
   Force = "10 0";
};

// Add to the scene controllers.
SandboxScene.Controllers.Add( %controller);

Some controllers just want you to add objects to them to be affected like so:

%controller.add( %sceneObject1 );
%controller.add( %sceneObject2 );

These new features are currently only available in the development branch in our GitHub repository. They are still being worked on and are considered unstable by default. Once they have been finished, reviewed, and QA'd, they can be pushed into the master branch. For now, you can clone the development branch and play around with a few of the new toys that show it off.

So what else is possible? Have a look at these two controllers and imagine the game play mechanics that will now be available to you:





Legacy Update

I'll keep this part short and sweet. When we released the final updates for Torque 2D 1.8 and iTorque 2D 1.6, some critical bugs slipped by us. Since these bugs existed in the Torque 2D MIT codebase as well, I went ahead and resolved them in the open source repository. Because the fixes were isolated to specific platforms, the code was easily ported back into the legacy updates. Anyone with a previous license will have access to this fix soon. It just needs to pass the final QA tests. As soon as they are ready, I will update this blog. This is definitively the last update the legacy engines will receive.


Conclusion

That's it for this week folks. The Torque 2D steering committee will be meeting to discuss processes for the engine, then bringing that discussion to the community. The future is still in everyone's hands, not just GarageGames. We are all driving the technology, so please continue to post your feedback, submit your code, and help us make Torque 2D the best engine it can be.

As usual, please spread the word. We need more exposure and wish to grow our amazing community. Post on Reddit, Facebook, Twitter, Imgur, and any other sites you may lurk on. This engine belongs to all of us and the world needs to know. Take care.

Regards,
Mich
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#1
02/22/2013 (8:37 am)
Hurray for T2D!!! I'm loving the commitment behind the users and the GG team, I can't wait to hear more about what will happen! A very bright future lies ahead, and it is just the beginning of the potential!
Keep up all the great work!
#2
02/22/2013 (8:43 am)
Thanks for all the hard work! Buoyancy is cool, wonder what interesting gameplay designs can be made with it and the rest of box2d. Would be cool if Simon and Charlie hopped on irc (and everyone else), so we could all chat in real time.
#3
02/22/2013 (8:43 am)
My, you guys are working hard, despite the engine being free :)

I like how fast you got these newest features into the engine too!
Constant force in particular will be useful for a current project.
Hopefully my 2D team can switch from TGB and use the cool new physics.

The point force controller would be great for several of my ideas -
objects which hinder and help or flip the gravity on players/items.
Looks like the physics side of things can be considered complete, or
do you have more tricks up your sleeves? ;)

Most things I wished for in TGB are covered when including this update.
Everything else I can think of right now is more on the editor side.

There could of course an audience for water particle physics (in containers),
or deformable terrain. But maybe that's getting too game-speficic.

Please make a list of features you work, though, and also list what
other features you'd like to see in the engine, but don't want to do,
so the community can have some focus on what they should make. I bet
there are people expecting you to make everything after all this :P
#4
02/22/2013 (9:01 am)
My fellow Torque2d developers,

My name is Simon Love and I have been a Torque2d fanatic (Known to old-timers as TorqueGameBuilder) for years.

I've worked in the industry for more than a decade, occupying various positions from sound engineering and QA to designer. Alas, the industry has turned me into a bitter, disillusioned old man.

This is why (in my humble opinion) companies like GarageGames are extremely important. This is why turning T3D and now T2D into opensource game engines is important : it allows passionate people to make games.

As Doc308 stated, the commitment of the GG crew to T2D is phenomenal. Can you smell the passion on this team? Melv and Michael need no introduction as their love for the product can be seen in the details of the engine's code as well as their continued efforts to make it even better. You know that they care deeply about T2D.

My goal is to help these guys make T2DMIT THE reference 2d engine for independent developers around the world.

I'm looking forward to collaborating and discussing with you all!

Now if you'll excuse me I need to go do some git pull-ing and git merge-ing of the development branch and test out some theories about that Point-force controller.

Special thanks to Ron Kapaun for inspiring me to apply for the steering committee.
#5
02/22/2013 (11:15 am)
@Simon - Very well said! Thank you. Glad to have you on the team.

@Ronny -

Quote:Please make a list of features you work, though, and also list what other features you'd like to see in the engine, but don't want to do, so the community can have some focus on what they should make.

Most definitely. That's first on the list of things the steering committee will be doing.

@All - Just updated the original blog with two new videos. Check them out.
#6
02/22/2013 (11:35 am)
Black Hole Gravitational Field simulator!
#7
02/22/2013 (1:09 pm)
Wow, really great work guys. Going to have to play around with the Point Force Controller especially, as I'm always interested in anything to do with gravity.
#8
02/22/2013 (2:02 pm)
Holy $#^*! A talking pig!

This is so awesome. I so want T2D inside T3D for minigames or something. It would be epic. Or I just gotta make something with it.

Great job guys!
#9
02/22/2013 (3:47 pm)
Hey progress is looking good!

Any plans from GG to develop editors/tools for the engine?
#10
02/22/2013 (4:24 pm)
@Novack - Glad you like the progress. To answer your question, it is not solely on GG to make editors/tools. If the community decides that tools are the highest priority, then we should all collaborate together on making that happen. People are already voting on our UserVoice page. So essentially, there are not official plans for GarageGames to develop all the tools. This is an open source project everyone should kick in on.
#11
02/22/2013 (4:53 pm)
Yah yah, thats why I specifically asked about "GG" plans. 3 Steps Studio is making use of this codebase, so maybe you had something worth mentioning.

Is clear that GG is now responsible for the engine in a much smaller way, so lets not go with defensive answers each time we ask a question directly to GG staff members :)

Edit: Here is the feature request.
#12
02/22/2013 (5:56 pm)
Hi Everyone!

I'm the Charlie on the Steering Committee. I'm very honored and I hope to -- well -- steer T2D down the roadway of success, helping stranded old ladies and indie developers; and destroying and smashing all those who oppose and stealing their gasoline, to take the metaphor too far. :)

As I've said before on these forums, I think 2D games are just beginning to explode and I think Torque has the best start (and attitude) to be a huge success. Miles to go though.

As for me, I've been programming for 20+ years, and game (or simulation) programming for 7+ of those. I've been Torquing for a couple of years and dropped off some code from time to time, such as Twillex, various script fixes, and some tech demo videos that were too complicated to release as code patches.

So cheers! It's gonna be fun!
#13
02/22/2013 (6:54 pm)
@Charlie - Excellent intro! Thanks!
#14
02/22/2013 (6:57 pm)
@Novack - Don't get me wrong. There is nothing mechanical about my response. My tone is meant to be "Rah rah, let's do it!" I'm all for collaborating with non-GG developers to make some editors, I just don't want everyone waiting around for GarageGames to do something. We certainly have some good ideas that have been discussed internally, but we've been waiting to form the committee before we started moving forward with the topic.
#15
02/22/2013 (7:05 pm)
Yes Michael I know, tried to moderate my answer after posting as noted that sounded more harsh than intended. Keep that spirit up :)
#16
02/23/2013 (11:42 am)
I think editor is the fundamental for all serious modern engines! Remove from Unity the editor, and this is will fully shit! Same thing can be said about UDK.

The fact that the editor allows rapid prototype levels - it is clear to all, I think! A rapid prototyping is a quick project, quick-impact projects to an audience of technology, and thus the growth of its popularity. Now my team is finishing developing platforming in TGB 1.8 we have at every level our 1000 sprites, particle effects, etc., and if it were not such a cool level editor as he is now, God knows I would have looked at the other of technology! But I will say simply - Torque2D for serious 2D projects AAA class!

All modern engines development more and more friendly to designers, and system level editor like Matinee in Kismet from Unreal - it is future!
One has only to look at how to develop a major powerfull program for working with 3D graphics like Softimage, Maya, Modo, 3D Studio Max, Cinema 4D, they gradually add the node interface as Houdini in the program - because it gives you more control, and therefore more scope for designers. Everyone loves to watch demo reels but cool demo turns then when everything is customizable and access to features on the surface you look at the function with a node that you need and voila!

Sorry for my bad english!
#17
02/23/2013 (12:06 pm)
Charlie, your Twillex very impressive! Thanks!
#18
02/23/2013 (12:12 pm)
Editors?! We don't need no stinking editors! :)


And for the confused and angry:
youtube reference

Hey GG, why does embedding the video in a message not working, ie:
[youtube=gx6TBrfCW54 with=640 height=480]
#19
02/23/2013 (12:22 pm)
Throw in a couple more platforms, some editors, a few fancy rendering effects, and I think Torque 2D can become a juggernaut in the game engine space for 2D development. It's already an insanely power engine with amazing features that no other product current offers.

Give it time, grow the community, and watch as more features are added. GarageGames doesn't have the team size that you see at other companies. However, we have an open source community that is far larger. We just need to tap into it and get people on board for collaboration. That's why I always end my blogs with "Spread the word!" GG will continue to be involved, but we can't do it alone.
#20
02/23/2013 (12:47 pm)
Michael Perry, yes, yes, you are right 100%!
Unfortunately most people are waiting for them when someone starts to do something.
A bit of my story:
When I choose the technology with which to work, I set up different engines i performed stress tests, I was only interested in the ability to handle large arrays of single sprites, no tiles, namely single sprites. When I setup in Torque 2D 1024x1024, 1000 sprites, by drag and drop metod :) And only Torque coped with this problem! I testing and other technologies that are more than a sharpened for designers to not programmers, such as Game Maker and Multimedia Fusion and etc. But is sucks. And only Torque showed the highest score performance! Thanks GG teams!

Sorry for my bad english!
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