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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: | or 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

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 |
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Submit your own resources!| David Montgomery-Blake (Dec 28, 2006 at 01:54 GMT) Resource Rating: 5 |
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 |
(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) |
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) |
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 |
That is damn cool!
| David Montgomery-Blake (Dec 28, 2006 at 03:56 GMT) Resource Rating: 5 |
| Prairie Games (Dec 28, 2006 at 05:01 GMT) |
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) |
@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) |
| Stefan Beffy Moises (Dec 28, 2006 at 08:25 GMT) |
| Phil Carlisle (Dec 28, 2006 at 08:34 GMT) |
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) |
| Anton Bursch (Dec 28, 2006 at 11:56 GMT) |
Edited on Dec 28, 2006 12:49 GMT
| Michael Hense (Dec 28, 2006 at 11:58 GMT) |
nice Sauerbraten/TGB integration too... :)
--Mike
| Leroy Frederick (Dec 28, 2006 at 12:00 GMT) Resource Rating: 5 |
| Ward De Langhe (Dec 28, 2006 at 12:55 GMT) |
Can the 3D world be controlled with Torque Script? Or is it just basic interaction?
| Pauliver (Dec 28, 2006 at 15:31 GMT) |
| Dave Young (Dec 28, 2006 at 15:37 GMT) |
| Mike Pearson (Dec 28, 2006 at 16:19 GMT) |
Edited on Dec 28, 2006 16:19 GMT
| Vashner (Dec 28, 2006 at 18:18 GMT) Resource Rating: 5 |
| Matthew Langley (Dec 28, 2006 at 19:24 GMT) |
| Neo Binedell (Dec 28, 2006 at 23:45 GMT) |
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) |
| Jeremiah Fulbright (Dec 28, 2006 at 23:59 GMT) |
Edited on Dec 29, 2006 00:02 GMT
| Marcus (Dec 29, 2006 at 00:51 GMT) |
Is Sauerbraten open source?
| Prairie Games (Dec 29, 2006 at 01:40 GMT) |
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 |
| 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) |
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) |
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 |
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) |
| Ben Garney (Dec 31, 2006 at 21:04 GMT) |
| Prairie Games (Dec 31, 2006 at 22:48 GMT) |
| Hokuto (Mar 13, 2008 at 13:50 GMT) |
| Eyal Erez (Sep 06, 2008 at 23:33 GMT) |
Doesn't seem to be around. I would love to have it.
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4.4 out of 5


