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Torque X Builder 3D Update
Torque X Builder 3D Update
| Name: | John Kanalakis | ![]() |
|---|---|---|
| Date Posted: | May 26, 2008 | |
| Rating: | 4.9 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for John Kanalakis |
Blog post
Torque X Builder 3D is making great strides as its coming near the end of development. The awesome Ken Holst has already ramped up the QA team to begin seeking out those pesky bugs. We're all moving as fast as possible to bring this out to the public quickly. That means trimming back some of those features that would be nice to have.
In order to make the game truly WYSIWYG, the 3D Builder essentially runs an instance of the stock Torque X 2.0 game engine. That means getting creative about how some things are implemented, such as a new Designer camera, Axis Gizmo (as described in the last post), and scene Serializer (to compliment the existing scene De-Serializer).
Here are a few of the features that did make it into the first release. In this picture, the well known desertLevel.txscene from the FPSDemo project is loaded. The Object Type editor shows the object types that are defined within the project that can be assigned to various objects. The 3D Builder is also set to the default panel layout with the color scheme is set to silver.

In this picture, I've changed the panel layout to my personal favorite - the Asset Browser on the left, scene graph on the top-right, and the Properties window on the bottom right. I've also changed the color scheme to blue. You can also see the representation of a "Spawner" object (the green box). Invisible entity objects, such as Spawner, Lights, Sound Emitters, Cameras, and Triggers appear as box markers.

Sometimes I find it faster to tweak values straight in XML (though I dread creating levels by hand in XML). Here's a monstrous view with the XML editor side-by-side with the 3D viewport. The viewport also reveals the latest form of the Axis Gizmo which looks a lot like the TGE(A) Mission Editor gizmo. Although they look and work similarly, they are completely different in code. You can also see the automatic sizing of the 3D Viewport to maintain a 4:3 aspect ratio. Adding a 16:9 HDTV aspect ratio will probably be saved for the next release.

Assigning and editing components is pretty easy, but I can try to make it look complicated. In this picture, the selected component Properties are listed. You can change the selected component from the drop-down-list. As you set the component properties, they are applied in realtime to keep-up the WYSIWYG goal. To add or remove components, click the green Add button to the right of the drop-down-list. This opens a new dialog box that lets you add or remove components.

Even integration with Visual Studio (2005) is completed. Torque X Builder 3D works just like its 2D counterpart. You can import assets, such as 3D shapes and textures into the 3D Builder. The 3D Builder will automatically update your XNA Game Studio (C#) project. But it's up to you to rebuild that project. After the project has been rebuilt (and the art assets have been compiled into .xnb files), you can add them into your 3D scene and position them. Also, like the 2D Builder, the 3D Builder also scans the generated myschema.txschema file to find out what components you created, so you can attach them to your project.

That's about it for now. We have been working pretty hard on this project to bring out to the public as soon as possible. Though I don't have any official release date to share, we're now talking in terms of weeks instead of months. And with our level of excitement, I'm sure there's going to be a lot of fireworks with the product launch.
John K.
In order to make the game truly WYSIWYG, the 3D Builder essentially runs an instance of the stock Torque X 2.0 game engine. That means getting creative about how some things are implemented, such as a new Designer camera, Axis Gizmo (as described in the last post), and scene Serializer (to compliment the existing scene De-Serializer).
Here are a few of the features that did make it into the first release. In this picture, the well known desertLevel.txscene from the FPSDemo project is loaded. The Object Type editor shows the object types that are defined within the project that can be assigned to various objects. The 3D Builder is also set to the default panel layout with the color scheme is set to silver.

In this picture, I've changed the panel layout to my personal favorite - the Asset Browser on the left, scene graph on the top-right, and the Properties window on the bottom right. I've also changed the color scheme to blue. You can also see the representation of a "Spawner" object (the green box). Invisible entity objects, such as Spawner, Lights, Sound Emitters, Cameras, and Triggers appear as box markers.

Sometimes I find it faster to tweak values straight in XML (though I dread creating levels by hand in XML). Here's a monstrous view with the XML editor side-by-side with the 3D viewport. The viewport also reveals the latest form of the Axis Gizmo which looks a lot like the TGE(A) Mission Editor gizmo. Although they look and work similarly, they are completely different in code. You can also see the automatic sizing of the 3D Viewport to maintain a 4:3 aspect ratio. Adding a 16:9 HDTV aspect ratio will probably be saved for the next release.

Assigning and editing components is pretty easy, but I can try to make it look complicated. In this picture, the selected component Properties are listed. You can change the selected component from the drop-down-list. As you set the component properties, they are applied in realtime to keep-up the WYSIWYG goal. To add or remove components, click the green Add button to the right of the drop-down-list. This opens a new dialog box that lets you add or remove components.

Even integration with Visual Studio (2005) is completed. Torque X Builder 3D works just like its 2D counterpart. You can import assets, such as 3D shapes and textures into the 3D Builder. The 3D Builder will automatically update your XNA Game Studio (C#) project. But it's up to you to rebuild that project. After the project has been rebuilt (and the art assets have been compiled into .xnb files), you can add them into your 3D scene and position them. Also, like the 2D Builder, the 3D Builder also scans the generated myschema.txschema file to find out what components you created, so you can attach them to your project.

That's about it for now. We have been working pretty hard on this project to bring out to the public as soon as possible. Though I don't have any official release date to share, we're now talking in terms of weeks instead of months. And with our level of excitement, I'm sure there's going to be a lot of fireworks with the product launch.
John K.
Recent Blog Posts
| List: | 08/11/08 - Torque X Builder 3D Public Beta 05/26/08 - Torque X Builder 3D Update 05/04/08 - Torque X Book Completed 04/22/08 - Torque X Builder 3D Progress: The Axis Gizmo 04/07/08 - Development Journal for Torque X Builder 3D 03/31/08 - Torque X 2.0 Tutorials Updated 11/04/07 - A New Casual Game 10/26/07 - Torque X: Progress, Pics, and Free Code |
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Submit your own resources!| Phil Carlisle (May 26, 2008 at 23:59 GMT) |
Of course YMMV.
| Brett Seyler (May 27, 2008 at 01:56 GMT) Resource Rating: 5 |
| James Ford (May 27, 2008 at 03:02 GMT) |
It has been said that making the editors more easily mod-able is a goal in T2, are any of those changes getting into / starting out with this new editor?
As an example of what I mean by mod-able ... a developer might wish to make some additions to the editor (or their own component that interfaces with the editor?) to ship along-side a code-resource-pack. Or, a developer might be working on a specific genre like an RTS and that might require creating a more customized editor.
| John Kanalakis (May 27, 2008 at 04:00 GMT) |
Brett, Thanks for the compliment :) I can't wait to see a Torque X game sweep the Dream-Build-Play competition.
James, I mentioned a couple posts back that the 3D Builder has plug-in support. Essentially, many of the fuctions within the 3D Builder are exposed as public methods. All you need to do is write a WinForms UserControl that implements a specific interface to hook into it. Then, when you register your .dll plug-in, the 3D Builder will add it to the Tools menu and display your form when its requested. It's pretty basic in the first release, but I think it's going to become much more powreful as time goes on.
John K.
| Wesc (May 27, 2008 at 05:40 GMT) Resource Rating: 4 |
Now gimme gimme gimme.
| Will O*Reagan (May 27, 2008 at 06:24 GMT) Resource Rating: 5 |
Edited on May 27, 2008 08:06 GMT
| DALO (May 27, 2008 at 13:55 GMT) |
| Dale Cannon (May 27, 2008 at 14:54 GMT) |
Oh and its looking great john. Now when it comes to features like lighting, shadows, normal maps, polysoup, etc. are they all still in? Basicaly is this TGEA or are features stripped down.
Thanks
EDIT: And whats the difference between TXB indie and TXB for creators club members?
Edited on May 27, 2008 15:04 GMT
| Kenneth Holst (May 27, 2008 at 18:46 GMT) |
| Davey Jackson (May 27, 2008 at 19:44 GMT) Resource Rating: 5 |
So to answer your question Torque X is both 2d and 3d.
"Torque X Builder" is currently 2d only.
"Torque X Builder 3d" is coming soon.
Currently their is no difference between TXB indie and TXB for Creator's Club members.
Creators Club membership will allow you to deploy to XboX 360, but costs $50 every 4 months. TXB for indies is a one time fee.
| DALO (May 27, 2008 at 20:05 GMT) |
| Jonathon Stevens (May 27, 2008 at 20:05 GMT) |
Now, when will the 3D builder do my dishes?
| Dale Cannon (May 27, 2008 at 20:32 GMT) |
| Kneekick (May 28, 2008 at 19:29 GMT) |
Will your Torque X book cover this IDE or the TXB 2D IDE?
| John Kanalakis (May 28, 2008 at 20:04 GMT) |
Jonathon, Although the 2D editor is not really extendable, it's really really functional. I think a re-write of that tool is really far out since there are much more pressing needs for now - like a GUI Editor, Terrain Editor, a nice Particle Effects editor, etc. Not to mention all the nice to have features and fixes that still need to go into the engine itself. In time, it would be great (and fun) (and much easier than the 3D editor) to re-work the 2D Builder, but I think most people would question its priority.
Kneekick, the book covers the 2D and 3D builder, but admittedly, the chapter on the 3D builder is much smaller and less detailed. I didn't think it would be fair to hold up the book to finish the 3D Builder. A lot of developers/designers are counting on getting the 3D Builder as soon as possible, so I'm working to make sure it's finished and released as quickly as possible. But, the book does cover it in some detail.
John K.
| Jonathon Stevens (May 28, 2008 at 20:34 GMT) |
Quote:
TGEA runs much faster
Has anyone actually tested the two engines side by side to see if this is really true? Obviously C++ is faster than C# if coded properly, however I can say with 100% certainty that someone at or above expert level at C# can code a more efficient and higher fps game than an average C++ programmer, and can do it in half the time.
Quote:
like a GUI Editor
shhhhh!
Quote:
Terrain Editor
Crap, I'm remembering the 3D TXB feature set incorrectly as I thought it included a terrain editor. I'm curious as to the decision to code the 2D TXB in TGE instead of TX like the 3D builder (and I'm glad you are doing the 3D version, or we may have another TGE version!)
Quote:
The awesome Ken Holst has already ramped up the QA team to begin seeking out those pesky bugs
GGTP Ken *pffft* ;)
Great work as usual John, can't wait to get my hands on this and beat it around a bit.
| David Everhart (Jun 08, 2008 at 00:07 GMT) Resource Rating: 5 |
| Sangwoo Hong (Jul 03, 2008 at 21:32 GMT) |
phong
| Sangwoo Hong (Jul 03, 2008 at 21:33 GMT) |
| Hingini (Jul 12, 2008 at 10:28 GMT) |
| Ron Kirkland (Jul 15, 2008 at 15:40 GMT) |
I have a few questions..
If i use TorqueX and Torque Builder, then I find some example code at XNAs creator resource site, will those type of resources drop in as easily as someone that doesn't use TorqqueX?
TorqueX codebase + TorqueX Builder for Windows PC development: What netcode is being utilized, is it the torque network library ported to C# ?
Will one license cover making games for 360 & Windows?
Can DB implementation be done the same way as usual in any standard C# aapplication?
How close is a beta (or release) date? (as mentioned in the opening info, it was close to 'weeks' instead of months some time ago)
Edited on Jul 15, 2008 15:42 GMT
| Mauricio Cunha (Jul 28, 2008 at 02:53 GMT) |
Is very produtive when we have good shortcuts
| Ebonixs (Jul 28, 2008 at 02:54 GMT) |
| GamerWill (Jul 29, 2008 at 02:19 GMT) Resource Rating: 5 |
1.) Any ideas when it will all be finished?
2.) will it cost more once 3d is fully incorporated?
3.) will this all work with the creators club?
thanks in advance.
| Kory James (Aug 02, 2008 at 03:10 GMT) |
thanks for your time
| Janet Fisher (Aug 16, 2008 at 08:57 GMT) |
Edited on Aug 16, 2008 09:04 GMT
| crash and burn (Aug 24, 2008 at 20:26 GMT) |
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4.9 out of 5


