Torque 3D 4.0 Roadmap, Development and You
by Dave Wyand · 05/31/2013 (11:38 am) · 22 comments

Torque 3D 4.0 Roadmap, Development and You
Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. Then on December 19, 2012, we launched the first new release under open source, version 2.0. And most recently on May 9, 2013, we launched version 3.0. With those releases now behind us, the Torque 3D Steering Committee is now looking to the future.One of the Steering Committee’s duties is creating and revising Torque 3D’s roadmap. We have a meeting at least once a week to discuss Torque 3D in general, and the near term roadmap has been a formal and informal topic for the last six weeks. During our last meeting on May 27 we finalised what we felt should be in v4.0 roadmap. In this blog, we present to you, the community, our thoughts and ideas on the second roadmap of 2013 for your interest and to comment on.
Roadmap Theme
Spring Cleaning is the theme of the proposed roadmap for T3D v4.0. With this theme in mind we are looking to focus on the following broad topics:- Documentation and Tutorials
- Bug Fixes
- Modular Templates
We would also like to continue the work done in T3D v3.0 of cleaning up the included project Templates by getting rid of duplicate scripts and art assets across Templates. We would also like to make it easier to include 3rd party scripts and assets into your own projects. This is where the modular Template work comes in.
We go into more details on both of these topics, and expand on the Steering Committee’s thoughts for the v4.0 roadmap below.
Roadmap Topics
The T3D Steering Committee is suggesting that the following topics be covered for the v4.0 release.Community Additions
The Torque 3D Steering Committee is made up of Ron Kapaun, Michael Hall and myself. Ron and Michael are community volunteers, and as I’ll talk about later my Torque 3D time will be very limited for v4.0. This means that we need all of your help to continue development of Torque 3D. In the past we’ve always said that you, the community, should help out in whatever way you feel you can.
This time around, we’re going to actually ask for your help with a few items the Steering Committee has thought about doing but does not have the time to do on its own. Please note that this list isn’t exhaustive of what could be worked on for v4.0. If you would like to contribute in other ways and other areas of Torque 3D’s develop, then please do! The Steering Committee will set up a GitHub Wiki page where we may list all tasks the community is working on for v4.0. You just need to contact one of us and we’ll add your name and project to the list.
Here is our suggested list of community programming tasks:
- TorqueScript improved console function calls (Pull Request already made by James Urquhart)
- Cppcheck static code analysis
- Compile warnings clean-up
- Update to the latest Bullet library version
- Update PhysX support to the leatest 3.x version
- Master server updated to T3D and included as part of the repository
- ’Codecandy’ OS X work ported to T3D v4.0 with complete basic lighting support
- Linux client basic lighting support
- OBJ mesh file import support
- Any additional image file support that the community would like to see (such as Photoshop)
- Any other Pull Requests once reviewed by the Steering Committee
Community Art
The above community tasks are very programmer oriented and this time around we would like to include the artists of the community. The soldier that is included with the Torque 3D templates is a great example for a FPS game but it is very stylized and specific. It would be great if we had a more generic avatar to choose from that the community could use in a variety of projects. This idea started with the Rift Valley Oculus Rift demo the Steering Committee did for v3.0. Instead of exploring the secluded valley with the soldier, it would have been great to be a hiker with a backpack and a walking stick.
Here are our thoughts on this new, generic avatar:
- Male and female variations
- Default modern style
- Skinnable
- Able to mount clothing items, such as a cap
- Handles nothing in hands, a walking stick, FPS weapons
- Optional Rift Support: Allow full body in 1st person (perhaps missing the head mesh)
- Optional Rift Support: Allow for head and neck modelling
In all cases we’re not necessarily looking for any single person to work on these. We could start with the concept artists in the community to come up with the look and feel, and then draw on the modellers, texture artists, and animators.
Ron will be leading the charge with these art tasks and will be posting a blog going into more detail down the road.
Bug Fixing
Fixing bugs in the code base is something that will always be on-going. For v4.0 we would really like to see the community step up and work on the various issues listed on GitHub. We do need help in working through other people’s issues.
A couple of specific fixes the Steering Committee will be tackling are restoring player debris functionality (we’ve been missing player gooey bits all these years), and fixing the art files included with the Templates to reduce the console spam generated when first converted to DTS files.
We would also like to see all bugs reported in the GarageGames Torque 3D forums to be made into GitHub Issues so we may more easily track them. Bug reports are too easily lost in the forums, and there are even some possible solutions in there waiting to be incorporated into the code base. It would be a great help if community members were to go through the forums and create new GitHub Issues that reference the original forum posts.
Continuing to Update 3rd Party Input Devices
Both the Leap Motion and Oculus Rift are in continuous development right now and their SDKs and being updated every couple of weeks. We will build upon the work started in v3.0 to make sure Torque 3D remains compatible and relevant.
Modular Templates
Continuing the Template clean-up work started in v3.0, we will be looking to make Templates much more modular. Mike will be taking the lead on this:
The base application will load and initialize client subsystems such as the audio system, postFx, lighting, etc. In order to enable the tools we’ll need basic client to server communication in order to load a level. There should be no game or genre specific code at this point. Asset and/or functionality modules will then expand upon the base application. A Player example asset module would be a combination of the art assets, Datablocks, and scripts that allow the default player shape to work -- the base application will use a camera by default. An asset module could also be as simple as a collection of additional skyboxes and cloud textures. Examples of feature modules would be a demonstration of various GUI interfaces, inventory management, weapon usage, gametypes, etc. Once a module is included, the base application and tools then have full usage and interaction with it.
Mike will be writing a blog about this work in the near future.
Documentation and Tutorials
We would like documentation and tutorials to be a focus of this release. To this end here are the Steering Committee’s thoughts on the matter:
- Feature spotlight and guides
- Text and video
- Showcase various tools
- Move all documentation online rather than included in the release package
GitHub Web Pages
We are looking to use the GitHub Pages feature to build a web front end for Torque 3D. This will make it much easier to include all current and future docs and videos. We are also looking to include a section for downloading optional content for when the Modular Template work is complete.
Project Manager Updates
The Project Manager work may be done on its own schedule since it has its own repository. Here is some of the work we would like to accomplish while T3D v4.0 is being worked on:
- Export a clean version of your project directory. i.e. DSOs only, no DAEs, clean prefs, etc.
- Pull from a pool of pre-compiled executables when building out a project from a Template.
- Remove style.css requirement so there is no longer a requirement on the Torque 3D directory structure for the Project Manager.
Torque 3D 4.0 Timeline
The Steering Committee is aiming to have three or four releases a year, where a release is defined as merging all development branch changes into the master branch. To that end we are looking to an August or September 2013 release for T3D 4.0. This timeline needs to include a couple weeks of Quality Assurance testing and any work that comes out of that testing, so not all of the next 3 or 4 months is available for development.Unfortunately, I will not be full-time on Torque 3D development for v4.0. Up to 75% of my time will be spent on helping GarageGames with service work. This service work is important as it keeps the lights on, and has allowed me to be full-time with Torque 3D since we went open source back in September. We’ve had to make adjustments to the v4.0 roadmap to account for this and we may need to make further adjustments down the road.
As always, your help is extremely important in making Torque 3D the best that it can be. The Steering Committee cannot do it alone. We need your help!
- Dave
Important Update: There is some important news that pertains to the T3D v4.0 roadmap. Please read it here.
About the author
Producer at GarageGames LLC
#2
www.turbosquid.com/3d-models/urban-male-3d-3ds/742962
this is one of my models I put up on turbosquid. I also have a urban female character to give a variety. Please take a look and let me know. I can pull the character and submit it if the community wants.
Also I'm talking with a good friend of mine (just waiting on a reply) about a few new shaders that I may be able to contribute. One a POSTFX and the other a custom.
Here is a video of the shaders:
screenspace lightning (POSTFX)

Realistic skin shader (custom)
05/31/2013 (1:50 pm)
Player character I have a few models I could contribute
www.turbosquid.com/3d-models/urban-male-3d-3ds/742962
this is one of my models I put up on turbosquid. I also have a urban female character to give a variety. Please take a look and let me know. I can pull the character and submit it if the community wants.
Also I'm talking with a good friend of mine (just waiting on a reply) about a few new shaders that I may be able to contribute. One a POSTFX and the other a custom.
Here is a video of the shaders:
screenspace lightning (POSTFX)

Realistic skin shader (custom)
#3
06/01/2013 (3:48 am)
Thanks for the update and information, Dave.
#4
06/01/2013 (5:01 am)
@ Jolinar: To be able to use the Makehuman characters would be a great feature for T3D. Also if Makehuman needs more to be finished. But the idea to create humans with this software is awesome.
#5
Dave: Excited to hear about new directions and initiatives. Going to start trying to tackle some GitHub issues once uni ends. And we'll see if I manage to make a Recast pull request in time for 4.0 ;).
06/01/2013 (6:01 am)
Kory: that male mesh looks pretty excellent.Dave: Excited to hear about new directions and initiatives. Going to start trying to tackle some GitHub issues once uni ends. And we'll see if I manage to make a Recast pull request in time for 4.0 ;).
#6
http://50.57.115.78/web/index.html
06/01/2013 (8:44 am)
I am willing to contribute all my weapon models and model .. and all my soldiers scene model and tree model.http://50.57.115.78/web/index.html
#7
Szzg007
That would be GREAT for you to contribute your models, would you also include animations?
Which ever way the committee decide to go with new player model I'm sure would be great. I would just like to see the skin shader added to the model ;)
06/01/2013 (11:16 am)
Daniel, thanks. As for the recast I would love to see it a part of the main branch along with some kind of AI editor. That would be sweet!!!!!!Szzg007
That would be GREAT for you to contribute your models, would you also include animations?
Which ever way the committee decide to go with new player model I'm sure would be great. I would just like to see the skin shader added to the model ;)
#8
06/01/2013 (11:39 am)
@Szzg007: Awesome stuff. I guess it would be MIT licensed (or CC-by) then too? Would be extremely great if you could also include a source file (.blend?) as collada is sadly not really working for imports to use the animations on other meshes etc.
#10
06/02/2013 (4:28 am)
Hell yeah! clothing items! Inverse kinematics(really needed) and some kind of scene management would be nice too.
#11
www.oculusvr.com/blog/andrew-reisse-in-memoriam
Also;
I'll donate my Physics Model package to use for the 4.0 release.
[game files & source files]
06/02/2013 (8:55 pm)
Sad Oculus News;www.oculusvr.com/blog/andrew-reisse-in-memoriam
Also;
I'll donate my Physics Model package to use for the 4.0 release.
[game files & source files]
#12
06/03/2013 (3:18 am)
What about issues on GitHub with fixes that never gets added to the repo? Can I add them myself or do I have to branch? I'm guessing only certain members can do add fixes directly to Torqu3D-Master.
#13
06/03/2013 (3:51 am)
i would also love to see recast as part of 4
#14
Some important news came out of today's T3D Steering Committee meeting. Please read about it here.
- Dave
06/03/2013 (1:49 pm)
Hey Everyone.Some important news came out of today's T3D Steering Committee meeting. Please read about it here.
- Dave
#15
However, given the news in my posting just above, we won't be able to accept any art submissions at this time, or really move forward with the Community Art project of the v4.0 roadmap right now. We'll let you know when we're ready to start this up again.
- Dave
06/03/2013 (2:11 pm)
Thanks everyone that is offering their art to be used with Torque 3D. The license we'll likely work under is either Creative Commons Attribution 3.0 Unported or that of public domain.However, given the news in my posting just above, we won't be able to accept any art submissions at this time, or really move forward with the Community Art project of the v4.0 roadmap right now. We'll let you know when we're ready to start this up again.
- Dave
#16
From the Community Additions section of the blog above you can see that we're looking for community members to help get the OS X port of T3D going again. It would be great to at least have basic lighting done.
- Dave
06/03/2013 (2:14 pm)
@MarioFernandes:From the Community Additions section of the blog above you can see that we're looking for community members to help get the OS X port of T3D going again. It would be great to at least have basic lighting done.
- Dave
#17
These all sound great. What we really need are people to step up and work on items like these and submit their work through GitHub.
I would recommend that you post your requests on our Feature Requests page for the community to look at. Be sure to include as much detail as you can.
- Dave
06/03/2013 (2:18 pm)
@Jan Ders:These all sound great. What we really need are people to step up and work on items like these and submit their work through GitHub.
I would recommend that you post your requests on our Feature Requests page for the community to look at. Be sure to include as much detail as you can.
- Dave
#18
Only the Steering Committee can merge Pull Requests into any of the Torque3D repository branches. And we generally don't merge directly into the master branch, only the development branch. The master branch is reserved for our numbered releases.
You are, of course, free to merge those changes into your own fork of the repo and try them out. If you want to test any of them out and report your findings as a comment in the Pull Request, that would help the Steering Committee with our own testing.
- Dave
06/03/2013 (2:21 pm)
@Stefan:Only the Steering Committee can merge Pull Requests into any of the Torque3D repository branches. And we generally don't merge directly into the master branch, only the development branch. The master branch is reserved for our numbered releases.
You are, of course, free to merge those changes into your own fork of the repo and try them out. If you want to test any of them out and report your findings as a comment in the Pull Request, that would help the Steering Committee with our own testing.
- Dave
#19
Blender is a great tool, but the only problem is we're lacking real tutorials on how to get models from blender into Torque working correctly. I'm trying to remedy the problem by making tutorials, but I'm stuck on a lot of things and I think this would be a great time for the community (especially those blender savvy people) to step up and lend a hand to us who don't have much experience by providing some art and the source files in the next release as a learning tool for everyone else.
06/11/2013 (1:55 pm)
A little late to this party, but I think this would be a great time if you're doing new art to bring in blender to the table. Lots of us developers (myself included) are not really high budget and are stuck using blender to make our 3D art. Blender is a great tool, but the only problem is we're lacking real tutorials on how to get models from blender into Torque working correctly. I'm trying to remedy the problem by making tutorials, but I'm stuck on a lot of things and I think this would be a great time for the community (especially those blender savvy people) to step up and lend a hand to us who don't have much experience by providing some art and the source files in the next release as a learning tool for everyone else.
#20
@Dave - I'd email my application but I feel there are many more suitable candidates for this role. Hell, I couldn't match Ron, and I think I'm in the majority here. Still, if there's any art to be done I'm ready, willing and able to commit my time to that. Say the word.
06/16/2013 (2:25 am)
I don't have the skill or knowledge to apply for this position (steering committee member), but I'd be happy to assist the successful applicant/s. In any way I can. @Dave - I'd email my application but I feel there are many more suitable candidates for this role. Hell, I couldn't match Ron, and I think I'm in the majority here. Still, if there's any art to be done I'm ready, willing and able to commit my time to that. Say the word.

J0linar
I would be willing to take over the vehicle part
did already some tests and exported fully working vehicles
out of Blender
the advantage from my pov would be
T3D MiT wouldnt just get a new vehicle
i would supply the source Blend file along with
a converted FBX file so that ppl could build over it
regarding the Player Character
currently am not really able to get something exported with the latest blender
however i do believe Steve Acaster could be a great asset as he already proofed his knowledge and skill
so i would like to ask Steve yaa! hear me?
throw us a bone?
something in the lines of a simple lod character = it can be a simple box man - 2.4 Blend file with some sample animations.
am sure with some kind of template - the artists out here could produce some great results
as currently the major issue for most of us artists is to get a character set up right - when it comes to export
what i mean is boundingbox issues and other stuff
...and it just came to me
we might be able to take www.makehuman.org/
for a spin
it has a export to .dae function
now important part as makehuman can have multiple armature types
such as for example there is one that exports the character ready to be used in Xonotic
now we could create a new skeleton and get it into makehuman - one that is specialy designed to be used in T3D MIT
that way we wouldnt just speed up the whole process
we would have a external app that is freely available and that could produce gameready character prototypes.