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Announcing TGB 1.7.3 Open Beta!

Announcing TGB 1.7.3 Open Beta!
Name:Stephen Zepp
Date Posted:Apr 29, 2008
Rating:5.0 out of 5
Public:YES
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Blog post
GarageGames is excited to announce the TGB 1.7.3 Open Beta!

Remember all that talk about community participation and transparent development? We're doing it again. We've done a lot of work (probably way more than the point update would indicate) on TGB 1.7.3 and we want your help to make sure it's really solid before it goes out the door with the official GG stamp of quality on it. If you currently own TGB (Binary or Source), you're invited to participate in the next stage of TGB development!


Ice Wolf -- a TGB game used to help test the new physics changes


If you want to jump right in before reading the rest of this update and already own a license to TGB, you can head on over to your My Account page and get started downloading the TGB 1.7.3 beta installer.

Note: Our Mac installer is going to be slightly delayed, so unfortunately this beta is only for PC users. The Mac build is in the works, so rest assured that we'll have a Mac compliant version of 1.7.3 very soon!

What's in Store for TGB 1.7.3

This update is pretty impressive--from bug fixes to the physics system to quite a few performance optimizations to enhanced documentation and new features, we've got a lot to talk about, so settle down and get ready!

Physics System Updates

Melv May, coding monster that he is, has been hard at work for the last month on optimizing the physics system for TGB, working with many of you to resolve issues by utilizing your real world projects to discover and correct many of the problems the community has discovered while using TGB. He's made a number of optimizations of the underlying code to provide a leaner, meaner, faster than before physics system. Here's a non-exhaustive list of things that have been addressed for this update:


  • *Added tick-physics smooth object rotation.
  • *Added tick-physics smooth particle interpolation.
  • *Added per-tick scene callback.
  • *Added "t2dSceneObject::getRenderPosition".
  • *Fixed tick-physics mounting issues.
  • *Fixed physics interpenetration issues.
  • *Fixed physics collision response issues.
  • *Fixed collision callback reporting issues.
  • *Fixed position-target system issue.
  • *Fixed mounting bug in t2dTextObject.
  • *Improved circle/poly circle/circle collision detection code.
  • *Improved t2dTrigger performance
  • *Improved contact-history renderer.


    Some of this stuff is tough to "get" just reading the bullets, so Melv did a few video captures to show some of the bigger differences between the ways 1.7.2 handles collisions and physics in general to the new, much more accurate and efficient TGB 1.7.3. Check 'em out below:































    Click any image to watch the movies


    Physics System Theory Documentation
    One of the things Melv discovered during his interaction with the community was that in some cases, the theory and best practices for optimizing the performance of a game wasn't clear enough to allow developers to properly use the systems the way they were intended. To help inform TGB developers of the best practices and underlying concepts of the TGB physics system, he's provided another of his amazingly detailed discussions to help illuminate the sometimes confusing details of TGB collision and physics. Here is just a sample:

    Quote:


    To explain collision contact and collision normal further let's bring back our objects "A" and "B". Imagine that
    object "B" is stationary and cannot be moved no matter what; it's immovable. Now imagine that object "A" is moving right and hits object "B". When it hits it hits at the collision point (the collision contact) and that
    collision has a collision normal as shown here:






    New Game Demos and Documentation

    The community has asked for new examples of how TGB can be used to make a variety of game types, and we've responded! Thanks to the hard work of Tom Eastman , Matt Langley and a member of our intern team, Robert Potter, we bring you some new game examples:

    Reactor




    Solitaire



    As well as a Behavior based version of the Shooter Demo, Blackjack, and an enhanced Checkers Demo!

    All of the new Game Demos come with full TorqueScript, images, and can serve as starting points for an even larger variety of game types for the new user.

    In addition to the four new Demos, we've also greatly increased the reference level documentation of TGB's user API, providing even more detailed information on hundreds of TGB classes and their methods. Here's an example:


    castCollision(float elapsedTime)
    Description: Returns collision details for object over elapsed-time.
    Params:
    elapsedTime: The number of seconds into the future to check for collisions. If this number is
    0.0, the collision will be done based on the current position of all objects. If it is greater
    than 0.0, the engine will perform the collision detection across a simulated time period of
    length time and return the first collision detected.
    Return:
    space separated list: If no collision occurs, the return value is an empty string.
    Otherwise, the list is in the form 'object time contactX contactY normalX normalY'. 'object'
    is the object collided with, 'time' is the number of seconds in the future the collision took
    place as a float (this number will always be less than the time parameter), 'contact' is
    the position the objects collided at as a vector, and 'normal' is the normal of the
    collision as a vector.

    Example(s):

    // time - time to check for collision using current object setup.
    // This function allows you to check to see if the object, usings its current setup, will
    // collide over a specified period of time.

    %obj.castCollision( 1.0 );


    New Functionality: Built in A-Star Pathfinding

    We always love to see users enhancing Torque to accomplish cool things, and it's even better when they decide to give back to the community the results of their hard work as a resource or asset for the community to use. Sometimes, the contribution is so nice to have that we decide it should become a core feature of future products.

    One perfect example is the amazing work done by Phil Shenk on his resource A-Star Pathfinding Extension for T2D -- a C++ implementation of a very popular and powerful path finding algorithm used in hundreds if not thousands of 2D and 3D games.

    Based extensively on Phil's resource, we're proud to announce that Torque Game Builder 1.7.3 now provides integrated A-Star Pathfinding for any TGB object. We've taken Phil's resource and provided a TorqueScript interface that allows even binary only TGB owners to use real time path finding within their game, including dynamic modifications of the world affecting current and future paths.

    We've also written a new tutorial to teach the basics of the TGB aStar API, Attack of the Mutant Butterflies!




    You have Become Better at Transparent Development (100)!

    As I mentioned above, we've been very impressed with the community participation we've received so far during our Transparent Development strategy, and we're ready to take it to the next step: interactive development.

    For the TGB 1.7.3 update, this will take place in two different ways:

    Enhancement of the aStar Pathfinding feature for future releases

    The aStar implementation provided with this update has some interesting features, but there's always room for improvement! Over the course of both the 1.7.3 open beta period, and in the following months we will be looking for active feedback and contributions to make the feature even more powerful for you, the community. We hope to see both developers brand new to TGB and power developers that have been with us since the beginning work together to further enhance the aStar capabilities built in to TGB.

    A soon to be announced interactive project between GarageGames and the Community

    I'll save the details for a .plan in the very near future, but we will be sponsoring an interactive development project for the community based on the aStar functionality. Stay tuned for further announcements, but I'll leave you with this teaser:





    TGB 1.7.3 Beta Discussion/Reporting

    Here are a couple of posts that should be used when discussing this beta, as well as directions for how to submit bugs:

    TGB aStar General Discussion
    How to submit bugs for TGB 1.7.3 beta
    TGB 1.7.3 Installation/general questions

    Full change list

    Known Issues with TGB 1.7.3 beta 1

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    Submit ResourceSubmit your own resources!

    Ben Sparks (Warspawn)   (Apr 29, 2008 at 00:22 GMT)
    awesome! I'll grab it right now! (hehe only a precious few hours of dev time until GTA4 :D )
    Edited on Apr 29, 2008 01:02 GMT

    Stephen Zepp   (Apr 29, 2008 at 00:36 GMT)   Resource Rating: 5
    Ok, the beta installers are up.

    Please remember that you must be a licensed TGB user to participate in this beta--there are no Trial beta installers at this time.
    Edited on Apr 29, 2008 00:58 GMT

    Joe Rossi   (Apr 29, 2008 at 00:59 GMT)
    TGB is getting some major love. And Melv is back working on TGB? That's awesome! Guess I'll update this time, I can live with the splash screen :P

    Rene Damm   (Apr 29, 2008 at 01:05 GMT)
    Quote:


    ...you must be a licensed TGB user to participate in this beta...



    Damn... :)

    David Blake   (Apr 29, 2008 at 01:05 GMT)
    I love that Melv May. I want to have his lovechild in a Twins sorta way!

    Phillip OShea   (Apr 29, 2008 at 01:19 GMT)
    Awesome
    adjective
    1. inspiring awe: an awesome sight.
    2. showing or characterized by awe.
    3. Slang. very impressive: That new white convertible is totally awesome.
    4. This blog.
    Edited on Apr 29, 2008 01:20 GMT

    Jeremy Alessi   (Apr 29, 2008 at 01:53 GMT)
    Can't wait to dig into the new physics and behaviors ... I've been away from TGB for too long!

    Dustin Sims   (Apr 29, 2008 at 02:11 GMT)
    Great news... This may actually get me to work on some old TGB projects that I was never able to finish..

    Tom Eastman (Eastbeast314)   (Apr 29, 2008 at 05:46 GMT)
    I know the new demos alone are a huge deal, having worked on them, but man, the physics alone should be worthy of a new version number ;)

    And integrated A*... awesome!

    And also, please, please, sic an artist on my awful programmer art for Reactor. I tried to make it as ugly as possible so that an artist would fix it :)
    Edited on Apr 29, 2008 05:47 GMT

    Benjamin L. Grauer   (Apr 29, 2008 at 08:46 GMT)
    I have to say, Melv is awesome, it was really nice to be working with him on some of the extreme IceWolf issues.
    Even if in the end the last biggest one was a design miscalculation on my part x[]

    Tom Perry   (Apr 29, 2008 at 09:01 GMT)
    Awesome news! Now I've got to come up with a physics based game :P

    Wenceslao Villanueva Jr.   (Apr 29, 2008 at 09:19 GMT)
    Great! I can't wait to try out the beta. Thanks Melv May, Stephen Zepp and Philip OShea for staying in contact with us on the physics forum. Thanks to Melv for fixing the physics issues.

    Melv May   (Apr 29, 2008 at 09:57 GMT)
    Thanks for your kind comments everyone and yes, I'm back on TGB with a vengence and I'm here to stay. I'm going to make a concerted effort to get back a decent forum presence so expect me to be trawling the forums soon.

    I know the GG guys expected this comment from me but nevertheless I'd just like to highlight that I've not tried to rework the physics completely or anything, simply remove the obvious and annoying issues that people were fighting with namely objects sticking and the rigid-body being completely borked and other really poor performance issues. Changes I could've made were completely beyond what we could've got to you in time for this release.

    With all that said, it should work pretty sweet for most people and some really silly problems have been completely eradicated.

    All in all, it's a very nice beta-release and hopefully one that people will be happy to develop with. Big thanks to all those people who helped this code monkey get it done, you know who you all are.

    Looking forward to your feedback and please don't hesitate if you find any problem.

    Melv.

    EDIT: @Benjamin: Thanks for your patience especially. I really, really, really hope you get IceWolf out to the masses as it is very cool indeed.
    Edited on Apr 29, 2008 09:59 GMT

    jydog   (Apr 29, 2008 at 10:34 GMT)
    Man, you're hammering out the updates.

    excellANT.

    Leroy Frederick   (Apr 29, 2008 at 14:20 GMT)   Resource Rating: 5
    Wow, WELL DONE Melv, Tom, Matt, Robert, Phil, garage games and all involved (community and all)! You could've called this TGB 1.8.0 and no one would've flinched it's that darn good (at least fixes & feature wise, haven't tried it yet) :-)

    Chris Serino   (Apr 29, 2008 at 17:36 GMT)
    Looks like you're rocking a little tower defense action there in the last screen. I love me some tower defense! I'm pretty excited to see where this "interactive project" goes.

    Stephen Zepp   (Apr 29, 2008 at 17:39 GMT)   Resource Rating: 5
    Quote:


    Looks like you're rocking a little tower defense action there in the last screen. I love me some tower defense! I'm pretty excited to see where this "interactive project" goes.



    Stay tuned!

    Mike Lilligreen   (Apr 29, 2008 at 19:35 GMT)
    TGB just keeps getting better and better. Huge thanks to everyone that worked on the contents of this release.

    Robert Dowling   (Apr 29, 2008 at 22:50 GMT)
    Awesome news, looking forward to the collision + normals update

    Stephen Jolly   (Apr 30, 2008 at 02:43 GMT)
    Wow, awesome job guys. Keep up the good work.

    Chad Kilgore   (Apr 30, 2008 at 15:09 GMT)
    Just curious. Is this from the integrated Juggernaut source or from its independent source code?

    Stephen Zepp   (Apr 30, 2008 at 15:11 GMT)   Resource Rating: 5
    This is just a small point release, and is still from the baseline TGB code, not Jugg. We did nab a utility class (tDictionary) from Jugg at Melv's suggestion to increase the optimization of triggers, but that is the only major Jugg submission to this particular release.

    Clint Herron   (Apr 30, 2008 at 19:37 GMT)   Resource Rating: 5
    EXCELLENT!!! Well done guys! I'm particularly excited by the physics fixes, as this is something that's been bugging me for some time. I'm soooo excited to try this out. Thanks a ton! :) :) :) Looking forward to the announcement that the Mac download is available.
    Edited on Apr 30, 2008 19:57 GMT

    Kevin James   (May 01, 2008 at 20:53 GMT)
    I've really looked forward to this release. Unfortunately, I'm not really in a position to aggressively beta test it -- but hopefully you'll hear a little something from me.

    From the change log it looks like this release is even better than I had hoped!

    KUDOS!

    Clint Herron   (May 02, 2008 at 19:25 GMT)   Resource Rating: 5
    Are you anticipating a Mac release of the beta, or will you wait until the final 1.7.3 release?

    Stephen Zepp   (May 02, 2008 at 22:32 GMT)   Resource Rating: 5
    We're hoping to get a Mac demo out as quickly as possible. The port is complete, it just needs to go through some internal QA and the build process.

    No estimation quite yet on how long that will take, but it probably will be treated separately from the PC build so they don't hold each other back.

    Clint Herron   (May 02, 2008 at 22:38 GMT)   Resource Rating: 5
    Okay, great. I'm sortof hoping to use the newly revamped platformer physics to update an old present for my wife's birthday in a week, so I was just curious. :) Either way, I'll be patient -- thanks for letting me know!
    Edited on May 02, 2008 22:38 GMT

    Deozaan   (May 06, 2008 at 07:42 GMT)   Resource Rating: 5
    This is incredible news! Good job to everyone involved!

    But I'm always left wondering why this kind of information isn't ever pushed to the built-in TGB RSS News feed. Or announced on the main site. I always have to dig through blogs or rely on word of mouth to find out about updates. :-(

    Thanks for the massive updates, I'm downloading it now. :-)

    AndyP   (May 07, 2008 at 16:54 GMT)
    Great stuff! Any chance of posting sample TGB projects for the four physics movies shown above?

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