Previous Blog Next Blog
Prev/Next Blog
by date

Mojo - 3D for TGB - Video

Mojo - 3D for TGB - Video
Name:Prairie Games
Date Posted:Dec 28, 2006
Rating:4.4 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Prairie Games

Blog post
What Mojo?

Mojo is a 3D plugin for Torque Game Builder. It features very nice lighting, vertex and pixel shaders, physics, realtime editing, multiplayer, etc ... check out the demonstration video.

Why Mojo?

"Make it fast... make it fun" can now include 3D. Prairie Games has plans to make a fun game with TGB, Mojo, and Torque web technology.

How Mojo?

Mojo is an evolution of the ZLIB licensed Sauerbraten Game Engine seamlessly integrated with Torque Game Builder.

When Mojo?

We still have some work to do on Mojo. It will be released in 2007

Mojo POWERED!


Check out a demonstration VIDEO: http://www.prairiegames.com/mojo.wmv

-Josh Ritter
President
Prairie Games, Inc
http://www.prairiegames.com

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

Submit ResourceSubmit your own resources!

David Montgomery-Blake   (Dec 28, 2006 at 01:54 GMT)   Resource Rating: 5
Downloading now. And am quite excited to see it!

EDIT:
Just watched it.

HOLY SHIT!!!! That is friggin' amazing! Excellent job!

My question about editing was answered. That is my favorite thing about cube/sau--real-time geometry editing. Absolutely beautiful!
Edited on Dec 28, 2006 02:11 GMT

Vashner   (Dec 28, 2006 at 02:01 GMT)   Resource Rating: 5
Good taste in Piano that's 4 sure...
(Chopin)..


I don't want to open a can of worms but I must inquire... respectfully curious.

This extensability seems to be like TGE and Constructor? There is no conflict of interest either marketing or license wise?

Prairie Games   (Dec 28, 2006 at 02:46 GMT)
A big part of the coolness definitely comes from the Sauerbraten guys... it's fantastic stuff... and finally a system like this with a license that plays nicely with everyone and everything.

There's a fair amount of work to do on Mojo... The big thing is the multiview 3d editor with entiry support. Once that is hooked up, it will really start to sing. :)

Prairie Games is a game company and this (and other) technology is being created for our next game. It's possible that this stuff could be useful to other developers... there are just some licensing things to figure out.

Rob Terrell   (Dec 28, 2006 at 02:57 GMT)
Looks great. I've fooled with Sauerbraten and the in-game editor is extremely nice. It's one of the things that TGE / TSE aches for.

Speaking of which, why did you pick Sauerbraten for intgeration into TGB over TGE or TSE?

Todd Pickens   (Dec 28, 2006 at 02:58 GMT)   Resource Rating: 5
...Holy Cow! I think my brain just esploeded.

That is damn cool!

David Montgomery-Blake   (Dec 28, 2006 at 03:56 GMT)   Resource Rating: 5
Yeah. Sauerbraten is definitely cool.

Prairie Games   (Dec 28, 2006 at 05:01 GMT)
TGB is also a great platform to work with... it kind of feels like an OS for games. :)

It would be very cool if TGB had a plugin architecture with dynamic link libraries... like Photoshop, 3DSMax, etc... I've been thinking about an architecture for this... but man, there are only so many hours.

Anton Bursch   (Dec 28, 2006 at 05:08 GMT)
What Todd Pickens just said!

@Josh Ritter

Quote:

but man, there are only so many hours.



isn't that the truth
Edited on Dec 28, 2006 05:09 GMT

Ben Garney   (Dec 28, 2006 at 08:07 GMT)
Nice work, Josh - funny thing, I was looking at sauerbrauten maybe two months ago and wondering how easy it would be it recreate it as an object in Torque.

Stefan Beffy Moises   (Dec 28, 2006 at 08:25 GMT)
You're crazy, dude!!! :)

Phil Carlisle   (Dec 28, 2006 at 08:34 GMT)
I'm just hoping that you didnt just include that music as a "peice you knocked out" because I wouldnt be surprised coming from you Josh!

That is pretty funky though, especially because the one thing the 3d engine really lacks is good GUI stuff and the one thing I really like (apart from the screwed up positioning options) for Torque is the GUI system.

Looking forward to trying this one out!

Can the Sauerbraten engine handle poly soup stuff in thier environment btw? :)

Great stuff.

Tom Bentz   (Dec 28, 2006 at 08:35 GMT)
Thats pretty nifty!

Anton Bursch   (Dec 28, 2006 at 11:56 GMT)
multiplayer editor... wow... i'm in love.
Edited on Dec 28, 2006 12:49 GMT

Michael Hense   (Dec 28, 2006 at 11:58 GMT)
yeah... the music... what's the title... and don't tell me that you just concockted it or i'll just go out and shoot myself...

nice Sauerbraten/TGB integration too... :)

--Mike

Leroy Frederick   (Dec 28, 2006 at 12:00 GMT)   Resource Rating: 5
Looks like 2007 is going to be a good year in the garage so to speak ;)

Ward De Langhe   (Dec 28, 2006 at 12:55 GMT)
Amazing!
Can the 3D world be controlled with Torque Script? Or is it just basic interaction?

Pauliver   (Dec 28, 2006 at 15:31 GMT)
Now if only it had been TSE integration instead of Sauerbraten so i could re use all my existing torque assets..

Dave Young   (Dec 28, 2006 at 15:37 GMT)
That is really nice.... wow! Nice work Josh.

Mike Pearson   (Dec 28, 2006 at 16:19 GMT)
Looks really cool but... Am I missing something here? Isn't this an engine within an engine?
Edited on Dec 28, 2006 16:19 GMT

Vashner   (Dec 28, 2006 at 18:18 GMT)   Resource Rating: 5
TGB already is an engine inside an engine. You really have to know real internals programming to pull off something like this it's brilliant. T2d/TGE is brilliance I dont' want to detract. This is just something fresh..

Matthew Langley   (Dec 28, 2006 at 19:24 GMT)
Awesome stuff Josh, as usual... Though just out of curiosity why did you choose Sauerbraten vs compiling TGB with TGE or TSE?

Neo Binedell   (Dec 28, 2006 at 23:45 GMT)
@Josh:
I have been looking at various options concerning the plug-in architecture for TGB as it is most definitely needed for extension packs for the binary version. But as you say, time is a huge factor.

Andy Hawkins   (Dec 28, 2006 at 23:54 GMT)
Why don't you just add a 2D layer to Mojo and have a stand alone engine? Seems pointless adding Mojo to TGB when TGE/TGEA already exists.

Jeremiah Fulbright   (Dec 28, 2006 at 23:59 GMT)
I have to agree with others comments about why not have do the same thing with TGE or TGEA, versus a 3rd party engine which won't allow reusing any Torque assets and reduces the value of GG's engines (TGE/TGEA)
Edited on Dec 29, 2006 00:02 GMT

Marcus   (Dec 29, 2006 at 00:51 GMT)
I agree with Andy. Why not just skip TGB completely? The ingame editors look really cool, my only complaint with Torque. Looks very cool though.

Is Sauerbraten open source?

Prairie Games   (Dec 29, 2006 at 01:40 GMT)
Why not just add a 2D layer as powerful and extremely cool as TGB to the Sauerbraten technology? Well, that would be an great deal of work... and why when TGB exists?

Why not TGE or TGEA? They are both pretty heavy duty and relatively complicated solutions...Ultimately, we're a game company and this is a great fit for the type of game we want to do next.

I think the combo of Saur and TGB seriously rocks. Sauerbraten is small, cross platform, quite powerful, good looking, features realtime and rapid game editing, is zlib licensed, and works nicely with the TGB feature set... TGB is a very good choice for the menus, 2D game elements, presentation, etc... and we also have a lot time and effort invested into Python and web technology support...

TGB does have DTS support and it will render these in the 3d environments. I want to write a convertor from map format to the octree representation. This would allow Constructor (hopefully it kicks out map or some other CSG format) and GTKRadiant to be used for asset generation. This is in addition to the multiview 3D editor GUI being built for use in realtime editing within TGB.

Now, there just needs to be a C# port that runs with TorqueX and XNA on the 360... that would be awesome! I almost bought an XBox360 today to try it... then remembered how much I already have to do :)
Edited on Dec 29, 2006 01:43 GMT

Leroy Frederick   (Dec 29, 2006 at 10:32 GMT)   Resource Rating: 5
Funny you should mention getting an xbox 360, I'm still waiting for someone to offer me theirs on loan which would be returned around late 2009 or so. Strangely, still no offers!?

Anton Bursch   (Dec 29, 2006 at 11:42 GMT)
Quote:

and reduces the value of GG's engines


I've been using this engine for the last few days. It's nearly apples and oranges to Torque. Torque is all about open expanses and this engine is really an interior engine. In fact... it has about the same limits as Torque but inverted. Honestly... I'm not really sure what game you could make with this engine today. BUT the coopedit is out of this world! I love editing with 2 other guys at the same time! On a side note... are we really going to be that rah rah rah about Torque that it's not ok to use or talk about using another engine? I think Torque can compete just fine. Competition is good... keeps stagnation away.

Ben Garney   (Dec 30, 2006 at 00:05 GMT)
We sell tech so people can make things - usually games.

If it's letting you make something great, then you should use it.

We just happen to think that TGB/TGE/TGEA are great choices for making great stuff. And I see this post as supportive of that, given TGB's central role in the proceedings. :)
Edited on Dec 30, 2006 00:08 GMT

Prairie Games   (Dec 30, 2006 at 00:44 GMT)
TGB, TGE, and TGEA are all great choices for making a game. TorqueX is *very cool* too... though, I am a bit skiddish about exchanging the OSX platform for the 360 at this point. If someone at Microsoft wants to give Prairie Games a slot or two, that would make the choice easier... hah!

I really don't see how our efforts at Prairie Games, including Mojo, diminish any GarageGames technology.. in fact, I see our efforts as quite complimentary... :)

Vashner   (Dec 31, 2006 at 12:35 GMT)   Resource Rating: 5
@J Fullbright,.,
Where did that comment come from about reducing value? I don't see where anyone said that above as far as agreeing with "others"? My question was an IP / tools question and I think Mr. Ritter knew what I was talking about. It was not a "hey what you doing" it was a heads up to just make sure the legal angle of integrating such a huge develpment tool inside of an existing GG product was taken care of.

When you do that you protect yourself and others from a hassle and when there's lot of good intentions it's ok to talk about it. But no one ever said this was gonna hurt anything it's just CYA (cover your area).

Prairie Games   (Dec 31, 2006 at 18:32 GMT)
I'm quite aware of licenses and treat them very seriously. The EULA on all GarareGames technology products allows the creation of games and simulations. Prairie Games cannot create a technology product which incorporates any GG technology without a specific agreement with GG.

Ben Garney   (Dec 31, 2006 at 21:04 GMT)
(And I, personally, will be interested to see what sort of tech comes out of all this. You _are_ in contact with us about that, right, Josh? :)

Prairie Games   (Dec 31, 2006 at 22:48 GMT)
I've been talking to GG for years :)

Hokuto   (Mar 13, 2008 at 13:50 GMT)
what happened to mojo? Still going?

Eyal Erez   (Sep 06, 2008 at 23:33 GMT)
yes, I've been looking for it too.
Doesn't seem to be around. I would love to have it.

You must be a member and be logged in to either append comments or rate this resource.