Game Development Community

Torque X 3D Beta Is Here

by Thomas Buscaglia · in Torque X 2D · 11/28/2007 (7:38 pm) · 48 replies

Hey, guys. Big news today.. the wait is over! We had a few unforseen hickups, but we're finally ready to release Torque X 3D Beta. Don't be confused by the name, though. We've made some very significant feature additions and performance increases to the 2D layer aswell.

Because this is a Beta, there are some things we would like to point out just to set your expectations. First, we haven't fully tested XNA GS 2.0 compatibility. We just got a build of XNA 2.0 recently, so we will be evaluating what 2.0 features we can easily support for the final Torque X 3D release during this Beta period.

Second, we don't have a full toolset with this release. What we have is a tool called the Mission Converter that can be used to edit terrains and place objects. You can find documentation on the Mission Converter here. This means that for the most part, you will be creating objects and object templates in XML by hand-writing your txscene files. Pro and Closed Beta Group members will have an advantage in this regard, because they will have access to the source, but we took pains to make sure every public property and method was well documented, so be sure you make good use of those API docs and drop by the forums if you have any questions.

We know one question on your mind is, when will this go full release? It will depend on how smoothly Beta goes and what happens in regards to toolset development, but we wanted to get this in your hands ASAP so you can start making cool stuff. Thanks for being so patient and for being the most kickass group on the GarageGames forums.

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.

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#1
11/28/2007 (7:47 pm)
Great Googly Mooglies! I am on it!
#2
11/28/2007 (10:05 pm)
Great work!!
#4
11/28/2007 (11:57 pm)
Thanks guys!!!!!
#5
11/29/2007 (12:38 am)
Congratulations to the Torque X Team, Great Job!!!

Do I need a new ignition key for Torque X Builder? The new installer required me to uninstall my 1.0.5.1 Torque X Builder. Now, the new Torque X Builder says I have 0 days of trial and won't accept my "Torque X Builder - INDIE License" ignition key.

John K.
#6
11/29/2007 (1:57 am)
Great, finally it's here ;-)!
I can't check myself right now, but regarding the terrain:
- is it using ATLAS terrain from TGEA? Or do we create it from a heightmap? How big can terrains be? Is there already foliage available for the terrain?
- Can we use FX shaders?
- Is there some kind of waterblock like in TGE(A)?
- Is there a complete feature list somewhere?

Andy
#7
11/29/2007 (2:39 am)
My first post for a very special day !
Thanks to the torque X team !
#8
11/29/2007 (3:54 am)
It keeps saying "Invalid Key" when I open up the builder then shuts down. I'm using the key from my account page (which is the one it told me to use when I downloaded it for the first time).
#9
11/29/2007 (7:28 am)
Andy -
No Atlas.
There is no tangible editor as of yet.
No currently integrated Foliage.
Yes, Shaders.
Not really sure - I did not initially see the waterblock - I could be wrong, but I think No for now.
and finally No feature list, unless you have pro - which has the documented methods.

Sean
#10
11/29/2007 (8:26 am)
Thanks Sean...can't wait to get home and try it myself ;-).

andy
#11
11/29/2007 (11:44 am)
Hi,
I have a problem with "Invalid Key" too.(I tried use key from my account page). Can you write me where the problem is? Thanks.
#12
11/29/2007 (11:59 am)
Hi all,

We're looking into the TXB ignition key problem. Stay tuned.
#13
11/29/2007 (1:41 pm)
Quote:
- is it using ATLAS terrain from TGEA? Or do we create it from a heightmap?

The terrain is it's own implementation (although the algorithm used is a lot like Atlas - chunked LOD). Out of the box it can load TGE .ter files, raw heightmaps, or randomly generate terrains with a few simple parameters. The loader is set up in a way to make it easy to load custom formats, so an Atlas loader could be written. Check out the API docs for TerrainData.

Quote:
How big can terrains be?

There isn't a hardcoded limit on size, but the system doesn't do any of the fancy paging stuff that Atlas does. So, you're basically limited by how much memory is available. Terrains loaded from TGE will be 256 by 256 because that is what TGE supports.

Quote:
- Can we use FX shaders?

Definitely. The API docs on RenderMaterial will tell you how to do that. Or, if you're thinking about post processing effects, check out the PostProcessor class.

Quote:
- Is there a complete feature list somewhere?

The product page has a simple list of stuff. Beyond that, perusing the API docs (which are included with non-pro licenses) would be your best bet.

Quote:
Is there already foliage available for the terrain?
- Is there some kind of waterblock like in TGE(A)?

Nope for both of these.
#14
11/29/2007 (2:39 pm)
Thanks adam ;-). I just went ahead and got a pro indie licence. I have some more questions tough anyway; what are the next steps you do with torqueX? What kind of tools are we getting? Gui-Editor? Do you plan to port all functionality of TGE(A) to TorqueX?
Then some more questions regarding terrain, i don't have too much time to play around now (it's late): Is there an example on how to load a terrain from a raw heightmap? Will paging be included in a later release? And what about foliage, water, billboards? I mean like in TGE where you can create all these in the mission editor and then later just load the mission.
Will difs also be supported, or should we just use dts and xna-models? How about some indoor-world? Will there be more documentation available on release? I liked very much the TorqueX 2D tutorials and the docs that came with it.

thanks again for the beta ;-)

andy
#15
11/29/2007 (3:40 pm)
We're not really ready to give details on future plans yet, partially because we don't have a good idea of where we want to go ourselves. Additional features aren't going to be added specifically because they exist in our other engines, but many of the features in TGE(A) will probably find there way into Torque X eventually.

Tools will happen at some point. Difs will never be supported because the poly soup stuff can do the same thing, but with much more flexibility.

And as for loading a heightmap, you basically need to replace the TGETerrainData section in the Xml file for your scene with RAWTerrainData. Then, fill in the various properties for that structure. They are all listed in the API docs for TerrainData.
#16
11/29/2007 (4:01 pm)
We tracked down the TXB ignition issue, thanks to John K. and Phillip O. above for their help. We should have a new build up by tomorrow which will work with your current TXB keys.

If you NEED to unlock TXB before then, email me directly at ericf AT garagegames DOT com, and I'll send you a temporary key.
#17
11/29/2007 (4:55 pm)
Just installed Torque X 3D Beta and have the invalid key problem in TXB, will download new build after tomorrow.
#18
11/29/2007 (6:56 pm)
So has anyone tried this with GSE 2.0 Beta?
#19
11/29/2007 (7:55 pm)
@Adam, thanks for the answers!

@Eric,
I just tried to deploy to the 360, a 3d project and the FPSdemo.. both the starterGame3d and the Demo -neither seemed to work - is the 360 currently supported?
Is this because of the key issue - I am getting a black screen.

Note, I did hear the sounds of the menu page for the FPSdemo and the 2d platformer.
If this the issue, can you send me a key?

Sean
#20
11/29/2007 (8:04 pm)
Hmm
I was able to register TXB using my Creators Club membership License - it seems to work properly.
But I am getting black screens for everything deployed to the 360 - this holds true for both 2d and 3d projects? Any ideas?
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