Game Development Community

Questions about T3D Feature List and EULA

by Tony Richards · in General Discussion · 03/24/2009 (2:47 pm) · 4 replies

My apologies if some of these questions have already been answered elsewhere.

Quote:All code in Torque is easy to read and cleanly architected. Runtime code is C++. Tools are written in C++ and TorqueScript.

I'm not sure if I missed something, but does this mean that there is no TorqueScript in the runtime? It still supports TorqueScript at runtime obviously, but sans genre kits, does this mean T3D does not requiring the scripting runtime?

Do T3D Pro licensees get source code to the tools?

Quote:Add-on Genre Kits in development for Torque 3D include the FPS Genre Kit and the Racing Genre Kit with more to come.

Are these additional genre kits included with the purchase of T3D or will there be an additional charge?

You have samples of integrating FMOD and OpenAL for audio, but does T3D come with samples for integrating with third party physics libraries? If so, which one's?

What guarantees do we have that the EULA won't be changed as has been done in the past? I have a specific concern with regards to this.

Quote:(i) create any derivative works of the Engine, including but not limited to translations, localizations, starter kits, technology add-ons, or game making software other than Games;

Your current license prevents the creation of derived works, but does not prevent anyone from adding resources on this website showing how to integrate T3D with third party middleware and I would like reassurance that this will not change.

Otherwise, T3D looks great... I can't wait to dust off some of my old TGE games and port them to a modern engine.

About the author

I am the founder of IndieZen.org, a website dedicated to the Indie 2.0 Revolution where a number of Indie game development studios and individuals collaborate and share a suite of custom built open source game development tools and middleware.


#1
03/24/2009 (2:51 pm)
Oh, one more question:

Quote:Deploy any Torque 3D project from the World Editor to a web browser in seconds with our web publishing options.

When you say "options" are you talking about something that comes with T3D or are you talking about the different options available through IA?
#2
03/24/2009 (3:08 pm)
there are a few items that i was looking for here.
1)Physics - Is the standard included abstracted C++ Physics API the same as the current T3d, Im not talking about adding in a 3rd party physics like Havok. Out of the Box. TGEA has rigid shape physics and the standard object physics (impulse, basic vehicle, gravity) Has that changed. I see alot of vague statements.

2)Artificial Intelligence - Has this been improved any. I see alot of the visual swank improved. Has there been any improvement regarding Out of the Box, placement and types of AI, or is a Pathed AIplayer the only AI thats standard?

3)Genre Packs - there was much talk about the FPS packs and Racing packs would be sold seperately. Will that be how the new content is sold from GG? in Genre based packs?

I realize that some of these were glossed over in the 320+ post, but these 3 issues were ignored on all counts, despite specific questions in regard to them.

Where is the detailed reference sheet with current details. I am in the process of purchasing the T3d engine. I will be doing a detailed check between the 2 engines to see where these issues in question stand.
#3
03/24/2009 (3:32 pm)
Physics + AI = overall improved functionality
I had and still have the exact same questions. Go figure.
#4
03/25/2009 (10:59 am)
@Tony
Quote:I'm not sure if I missed something, but does this mean that there is no TorqueScript in the runtime? It still supports TorqueScript at runtime obviously, but sans genre kits, does this mean T3D does not requiring the scripting runtime?
I believe scripting is included and required in the runtime like it is currently. I'm not sure if any core changes to the scripting subsystem have been included. I know that the compiler has been optimized for iTGB/iTGE and it would be nice to see those make it in.

Quote:Do T3D Pro licensees get source code to the tools?
I'm not sure on this one. I believe so, but I'm not positive on it.

Quote:Are these additional genre kits included with the purchase of T3D or will there be an additional charge?
They will be at an additional charge, I believe.

Quote:You have samples of integrating FMOD and OpenAL for audio, but does T3D come with samples for integrating with third party physics libraries? If so, which one's?
It will include physics down the line. I believe it is a mashup of PhysX and networked ODE according to Brett's post in the mile-long topic. (pasted in answer to Edward's question below).

Quote:What guarantees do we have that the EULA won't be changed as has been done in the past? I have a specific concern with regards to this.
EULA's can and do change. You are bound by the EULA of the version that you license. That is how some large simulation corporations as still using TGE Commercial without special licensing.

Quote:When you say "options" are you talking about something that comes with T3D or are you talking about the different options available through IA?
Options that come with Torque 3D. IA is a separate technology plan.

@Edward
1. From the long blog.

Brett Seyler
Quote:We'll probably do one of these blogs just on physics too, but physics is one of the least well-defined features for release. We have a sort of PhysX custom hybrid system (aslo based on networked ODE, which nearly got finished in and of itself) thats mostly networked. As you probably know, networking is what makes physics hard. Doing single player physics using existing libraries is easy.

2. I do not believe there are any stock implementations of AI other than what is already in the engine.

3. It depends on the type of content. Art packs are often oriented to a specific genre (in terms of resolution and polycount) or at least setting (in terms of style). Codepacks are often most useful when oriented to a specific genre or featureset. AFX Spellpacks are great, but the AFX system itself transcends the RPGish genre that the Spellpacks invoke. So it really depends. We've been talking about genre kits because that is how customers have been referring to them. "I want a RPG kit or a RTS kit."