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TGEA Milestone 4 Demo

TGEA Milestone 4 Demo
Name:Brian Ramage
Date Posted:Oct 30, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
The TGEA Milestone 4 demo is finally ready for your viewing pleasure. You can grab it from Downloads/Devlopment Demos/Torque Shader Engine EA. Yeah, we've got a lot of renaming to do.

What is TGEA? After getting lots of feedback on the TSE name change to Torque Advanced
Technologies, we've decided to change it once more. TSE is now Torque Game Engine
Advanced or TGEA. We feel this accomplishes our goals of establishing that TGEA
has more to offer than shader support, that it fits in with our current branding
strategy, and that its acronym is not slang for "crap" to people with funny
accents.

This demo features the Orc once more, but he's not dancing this time thank goodness.
It's mostly just showing off the new MS4 lighting and self-shadowing that John Kabus
added to TGEA. The editor is functional, so you can play around with the lights
and add your own and such.

TGEA is coming along well, and we're feature complete at this point. From now on
its a cycle of bug fixing, testing and feedback until we're done. There are plenty
of docs to be added and refined as well, particularly in the areas of compiling on
VS2005 and using Materials. Some of the code also needs better documentation
such as the new RenderInstance rendering structure.

For those of you wondering where TGEA fits into the Torque product line, it is
our high end engine, aimed at serious 3D developers. A version of it runs on the
XBOX 360, so it's got console port potential. The core of TGEA is the same as
the Torque engine with the same object model, scripting, networking, and
editing tools. For the most part the core is exactly the same we as regularly
merge the code between the two. TGEA is a bit more complex to use than TGE, but
it offers higher performance and better visuals if you know what you're doing.

Pretty much all of the rendering code in TGE has been gutted in TGEA. Among
many improvements, it has:

- A full blown material system that can procedually generate shaders
based on artist preferences. It also can be used for storage of per-surface
data such as sound, physics info, and shader parameters.

- An integrated dynamic lighting and shadowing system that works alongside
the material system to take full advantage of shader surfaces.

- A prototype super large (Atlas) terrain system that can effeciently render
very large view distances, take up only a bit of video memory and yet deliver
unique non repeating terrain over several square kilometers.

- Fully transformable water with realtime reflections and underwater rendering

- A new batched rendering system to render objects like characters much more
effeciently than in TGE.

- Support for full screen effects such as glow, bloom, refraction, DRL, and HDR.

- An abstracted rendering layer to support multiple rendering APIs.


This engine has been in use internally for some time and was used for our hit
XBox Live Arcade title "Marble Blast Ultra". It's been pretty well battle tested
and is ready to be used to make your game or Serious application.

I personally can't wait to finish cleaning up the remaining bugs and get it out
the door, it's been a long time ;)

Recent Blog Posts
List:01/24/07 - TGEA Milestone 4.2 release
10/30/06 - TGEA Milestone 4 Demo
08/17/06 - TSE Milestone 4
06/07/06 - TSE optimizations
07/26/05 - Plan for Brian Ramage
06/24/05 - Plan for Brian Ramage
02/25/05 - Plan for Brian Ramage
10/25/04 - Plan for Brian Ramage

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David Blake   (Oct 30, 2006 at 20:53 GMT)
Nice! And I also just noticed Milestone 4 up in the Downloads section. This should answer a number of the "Why isn't CVS working" topics!

Anthony Rosenbaum   (Oct 30, 2006 at 20:55 GMT)
Su-weet

Alienforce   (Oct 30, 2006 at 21:08 GMT)
Looks good! and a really fast download 450kb/s ! New download server ?

Kory James   (Oct 30, 2006 at 21:09 GMT)
Thank you for the update

Rubes   (Oct 30, 2006 at 21:30 GMT)
Thanks...Any news on if OpenGL support is still in the plans?

Erik Madison   (Oct 30, 2006 at 21:35 GMT)
Sure hoping this makes it into CVS soon, and that CVS gets fixed again soon as well :)

Moxcamel   (Oct 30, 2006 at 21:37 GMT)
Wise decision on the name change. TGEA describes the product much better than TAT, indicates a logical progression from TGE, and generates 90% fewer giggles. :)

Glad to see this milestone, can't wait for the final product!

Chris \"C2\" Byars   (Oct 30, 2006 at 21:40 GMT)
Much better than TAT. :)

jydog   (Oct 30, 2006 at 21:41 GMT)
Looking good.

Vashner   (Oct 30, 2006 at 21:57 GMT)   Resource Rating: 5
Torque Ultra

Billy L   (Oct 30, 2006 at 22:12 GMT)
Lovely !!
Any playble demo ?

Jeremiah Fulbright   (Oct 30, 2006 at 22:19 GMT)
Feature complete.. I hope this includes new map2dif fixes/changes, potentially vehicle fixes, more atlas fixes (tools), etc

btw, naming it TGEA(TGE:A), sounds alot like TGE 2.0..

I've been using the personal name of Tea Bag: Torque Engine Advanced - Beginners Advanced Game
Edited on Oct 30, 2006 22:23 GMT

Vashner   (Oct 30, 2006 at 22:23 GMT)   Resource Rating: 5
Oh btw the readme that pops up needs to be updated. It's labeled for TGE and has older hardware specs.

If it was up to me I would drop support for non SM 2.0 GPU cards. It's 2006 and TGEA is to make rockin games not slow pokes. Let TGE support the weaker GPU's.

It's not that I don't have a heart for old hardware... well I don't. Because we need smooth action game performance. Good for customer, developer and everyone else. Chop is bad.. :)

Bryan Stroebel   (Oct 30, 2006 at 22:29 GMT)
Awesome! Great work. It truley is a good engine.

John McGlamory   (Oct 30, 2006 at 22:43 GMT)
I love this decision! I am so happy that TAT was not where it was at. Long live TGEA!

Nick Zafiris   (Oct 30, 2006 at 22:48 GMT)   Resource Rating: 5
Really nice! We've already started porting our game (buildings, code) over to TGEA. Been waiting for TGEA to get to this point for over 2 years now. The name change is just perfect by the way.

Nick

Steve M   (Oct 30, 2006 at 22:49 GMT)
That new demo is great! Also appreciate TGEA more than TAT, glad you changed it ;)

Christian S   (Oct 30, 2006 at 22:56 GMT)
Oh this is great news ;)

Tom Eastman (Eastbeast314)   (Oct 30, 2006 at 23:48 GMT)
A TGEA .plan without any pictures... What has this world come to??

Tom Bentz   (Oct 31, 2006 at 00:38 GMT)
Good news! and the countdown begins!

Anton Bursch   (Oct 31, 2006 at 01:12 GMT)   Resource Rating: 5
Awesome news!!

Pisal Setthawong   (Oct 31, 2006 at 06:27 GMT)   Resource Rating: 5
Goes directly to download. Been waiting for the new demo :)

Martin Schultz   (Oct 31, 2006 at 06:34 GMT)   Resource Rating: 5
Great job! I'm happy that you took the naming discussion serious and renamed it again.

Greg Ellwood   (Oct 31, 2006 at 09:05 GMT)
Glad to see the name changed :)

Brian Ramage   (Oct 31, 2006 at 19:29 GMT)
Hey, we listen to you guys ;) Thanks for feedback, glad to see y'all seem to like it.

Dreamer   (Nov 01, 2006 at 00:28 GMT)
So are we settled on the name finally? :D

Jeff Loveless   (Nov 01, 2006 at 07:14 GMT)
It looks pretty cool, untill i turn on the HDR option.. Work in progress, or lack of a skybox? 7800 GT's SLI, latest drivers

Jojimbo   (Nov 01, 2006 at 07:24 GMT)
Awesome demo the hard work put in,
but just a couple of questions to clarify some issues

Just how large can terrains be?
you say several kilometers,would say 20km x 20km
be possible with the use of L3DT map generation?

Would field of depth be possible linked to a zoom?

I have really been toying with buying tge 1.5 and I am in
turmoil whether to just dive in to TGEA

Brian Ramage   (Nov 02, 2006 at 02:08 GMT)
@Jeff - yeah the DRL/HDR is messed up because there is no sky box.

@James - I'm not sure on the exact limits, 20k x 20k sounds feasible though. Ask Ben Garney to get full confirmation on that.

Jojimbo   (Nov 02, 2006 at 07:22 GMT)
@Brian,thx but i have gone a bought the M4 snapshot :P
it really is a gift,thx to GG for indie support,and i shall continue
to support GG and content pack devs.

addiktive   (Dec 11, 2006 at 04:48 GMT)
Release date please? Even just an estimate, we are at the stage with our project where we need to plan ahead, and having a rough idea of when TGEA will be released will help immensly.

addikt

Picasso   (Jan 03, 2007 at 15:01 GMT)
Release date please?

Anthony McCrary   (Jan 06, 2007 at 07:11 GMT)
Its unfortunate that the TSE is completely unusable on my system.

I look forward to seeing the OpenGL-capable version of this software!

James Brad Barnette   (Feb 12, 2007 at 04:36 GMT)
am I missing something? the demo app in 4.2 seems to be ther same one that has been there since the TSE was released.

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