Game Development Community

Future of TorqueX?

by Will O-Reagan · in Torque X 2D · 01/08/2013 (2:41 pm) · 6 replies

Has anyone heard anything about the future of this engine? Since it was ported to 4.0, I haven't seen anything. But a lot of Torque products have been going to the MIT license. Is there any chance that this product will make that leap?

Also, it would be great to see this engine get some optimizations and performance enhancements. I remember once Pino went in there and increased the Frame rate by like 40%, but that cost him a lot of time and effort. If we could somehow pool resources, perhaps we could get this engine performing better. Maybe a Kickstarter or something?

About the author

I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.


#1
01/08/2013 (4:52 pm)
Unfortunately, there is a lot of proprietary code that would have to be ripped out to release it under an OSI license. It would pretty much gut the engine and make it completely unusable. All of the editors would also need to be completely removed. So, unfortunately, we will not be open sourcing it.
#2
01/16/2013 (4:18 pm)
I have worked on some optimizations for our game Compromised. From what I remember the big things were around garbage collection and getting Windows phone to work. Pino made available the CEV version of the engine. From that version I have made a decent amount of changes but I haven't committed them back. Is that repository still available?

I would love to work more on the builder. We have problems where it doesn't work on some machines. It would be great to optimize the XML output too. David would it be possible to work on the builder like we did with the CEV version of TorqueX?

I'm currently trying to get TorqueX to work with MonoGame so we can publish Compromised on other platforms.

John
www.compromisedgame.com
www.supersoul.co
#3
01/16/2013 (7:21 pm)
Pino has SVN access for both the builder and the latest version of the CEV. I have committed our "project gert" branch onto there, but the changes I made weren't valueable or anything. I only did it to work with other members of the community, but committing to the community SVN is as far as we got and I never bothered to try and remove it.

I'd say you could set-up a compromised branch quite easily. People will probably be impressed, and look at it as they did mine. If there are valuable changes, it could be merged into the main branch.

#4
01/16/2013 (7:23 pm)
I should add that I have talked to John Kanalakis a few times over the course of Project Gert: Recon development. Very breifly, but he does take an interest in the goings on of the TX CEV, too. You may ask him for advice. I'm sure he'd spare some time.
#5
01/17/2013 (9:28 am)
Unfortunately, there is an expensive code library that is required by everyone who has access to the editor source. It has been so long that I can't remember the specifics since it has been quite a long time, but it seems like it was $1200-$1500 per developer.

John's a great guy and the key knowledge-holder of all things TX.
#6
03/16/2013 (10:50 am)
I just found this awesome resource, and thought I'd share. If you really need to build your own TX editor, which I don't but am working on one anyways, this is a good starting point! I'm working on one myself so I can implement deeper feature integration, but I'm not sure how far the project will go. I'll be open to share if I ever surpass the TX editor's functionality.
XNA drawing inside a Windows Form example