Torque X 3D Update - September 7
by Thomas Buscaglia · in Torque X 2D · 09/07/2007 (10:48 pm) · 31 replies
Hey, guys. Not much time to post a detailed update. We're very close to being beta-ready. Our best guess is 4-8 weeks from now.
As for feature announcements, some of you will be pleased to know that I've just finished multiple scenegraph support. That's right, no more singleton scengraphs! You can now have an unlimited number of 2D and 3D scenegraphs running simultaneously. Here's a quick screen of a 3D scenegraph being rendered in a fullscreen sceneview and a 2D scenegraph (1 static sprite w/ desert texture) being rendered over it in another sceneview. I know it's not pretty, but I don't want to waste time on bling for a simple demo screen.

You might also be pleased to know that we've cleaned up level load/unload a bit as a result of this feature. In fact, these next few weeks are going to be pure bug fixing, optimizing, and cleanup. There are a few TXB compatibility issues that we need to tackle due to changes in the new stuff and we need to merge some fixes up from 1.0 into trunk, but we're almost there!
Hopefully the next update will be the beta announcement. ;D
As for feature announcements, some of you will be pleased to know that I've just finished multiple scenegraph support. That's right, no more singleton scengraphs! You can now have an unlimited number of 2D and 3D scenegraphs running simultaneously. Here's a quick screen of a 3D scenegraph being rendered in a fullscreen sceneview and a 2D scenegraph (1 static sprite w/ desert texture) being rendered over it in another sceneview. I know it's not pretty, but I don't want to waste time on bling for a simple demo screen.

You might also be pleased to know that we've cleaned up level load/unload a bit as a result of this feature. In fact, these next few weeks are going to be pure bug fixing, optimizing, and cleanup. There are a few TXB compatibility issues that we need to tackle due to changes in the new stuff and we need to merge some fixes up from 1.0 into trunk, but we're almost there!
Hopefully the next update will be the beta announcement. ;D
About the author
Formerly GarageGames designer and gameplay/engine programmer of 5 years. Founder and President at Flying Mongoose Labs, Lead Gameplay Engineer and Senior Designer at LumaArcade, head of the Las Vegas chapter of the IGDA.
#2
09/09/2007 (1:09 pm)
This is looking really good! I'm already dreaming up some ideas for multiple scenegraphs. Thank youfor the update!
#3
09/09/2007 (1:13 pm)
Does the Lawrence of Arabia starter kit come with the download?
#4
09/10/2007 (5:34 am)
We're planning on releasing *at least* the split-screen GameFest/PAX/GDCA FPS CTF demo (or some version of it) with the engine, which takes place in a desert... or something like that.
#5
09/10/2007 (6:53 am)
Great work guys - look forward to it!
#6
09/13/2007 (7:09 am)
Wow.. don't know how i missed this posting! great work guys!
#7
Can you guys give me an idea of what this level builder will be like because if I am going to use Torque X, I need to plan on certain requirements and hope that you guys can throw the Beta up ASAP.
How are levels built, drag drop geometry, drag drop models, etc...?
How does this integrate into XNA?
Does the physics integrate into this builder or is it just in the coded Torque X engine?
Any details about this would help me to buy your product! :)
Thanks
09/18/2007 (9:28 pm)
I am really interested in the Torque X mainly for this 3D level builder. I am in a video game design class in college and we are using C4 and I am frustrated with the lack of documentation, ability to develop quickly.Can you guys give me an idea of what this level builder will be like because if I am going to use Torque X, I need to plan on certain requirements and hope that you guys can throw the Beta up ASAP.
How are levels built, drag drop geometry, drag drop models, etc...?
How does this integrate into XNA?
Does the physics integrate into this builder or is it just in the coded Torque X engine?
Any details about this would help me to buy your product! :)
Thanks
#8
09/19/2007 (9:04 am)
Does it use .X file format or still .DTS?
#9
Just an honest (if pessimistic) opinion here, but I'd make the same recommendation to a commercial studio asking the same question.
09/19/2007 (9:16 am)
@Bradley: As frustrated as you may be, I wouldn't plan on using TorqueX 3D in a class you are currently taking--even if it comes out perfectly and exactly meets your needs, you'll be at mid-terms before you are effectively using it (rough guess), and to me at least that's cutting it a bit close for comfort!Just an honest (if pessimistic) opinion here, but I'd make the same recommendation to a commercial studio asking the same question.
#10
09/19/2007 (5:47 pm)
@CDK: Torque X uses .DTS/.DSQ as well as any format supported by XNA (.X, .FBX, etc.).
#11
Click Here it make it perfect for my project, what i want to know is can we still us the content like Games Extract : FX Pack 1 in TorqueX 3d?
thanks for your time
09/24/2007 (8:38 am)
I forgot all about TorqueX 3d until i seen this picture Click Here and with the Spitscreen Click Here it make it perfect for my project, what i want to know is can we still us the content like Games Extract : FX Pack 1 in TorqueX 3d?
thanks for your time
#13
The long answer is: "You can use all of the art assets with Torque X, however you would have to re-create the actual particle effects yourself by copying over the values by hand as we don't currently have any conversion tools for particle effects."
In regard to the video, I think there was one floating around the office, but I'm not sure who has it and it's not that great. We'll probably have some sort of video before we release and we're also going into beta soon, so hands-on isn't too far off either.
09/24/2007 (4:12 pm)
@Kory: The short answer is "Yes".The long answer is: "You can use all of the art assets with Torque X, however you would have to re-create the actual particle effects yourself by copying over the values by hand as we don't currently have any conversion tools for particle effects."
In regard to the video, I think there was one floating around the office, but I'm not sure who has it and it's not that great. We'll probably have some sort of video before we release and we're also going into beta soon, so hands-on isn't too far off either.
#14
thanks for your time you have me anxious for the beta
09/25/2007 (12:32 am)
That great news about the beta, i have alot of question but i can wait until the beta to test it myself. Also you should get a class for torque X 3D in torque school, I'm already signed up for Introduction to Torque Game Engine Advanced and The Art of Mission Design I would love to take a TorqueX 3D class, but it just a suggestion.thanks for your time you have me anxious for the beta
#15
09/25/2007 (4:14 am)
Very cool indeed! Could you tell me if there are any plans for starter kits for the 3D version - like the platform starter kit? An FPS starter kit would definitely be on my purchasing list.
#16
09/25/2007 (9:54 am)
@Kory - TorqueX 3D (and 2D) classes are in the works for TorqueSchool. I'm about halfway throug the 2D classes, but wont be really delving into the 3D ones until TorqueX with 3D is released (or at least into open beta).
#17
09/25/2007 (3:06 pm)
There will be an FPS starter project included for free. :)
#19
09/26/2007 (1:04 am)
Wow - great news Thomas, can't wait to see the beta!
#20
09/26/2007 (1:10 am)
Thanks for the update Thomas, very exciting stuff :)
Torque Owner Kzoink