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Big Update to TGEA on the way!
Big Update to TGEA on the way!
| Name: | Matt Fairfax | ![]() |
|---|---|---|
| Date Posted: | Jan 18, 2008 | |
| Rating: | 4.7 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Matt Fairfax |
Blog post
Hi GarageGames Community! I know I have been awfully quiet recently but trust me...it was worth it!
Ever since I handed off community management to the supremely capable hands of David Blake, I have been jamming away on the next big update to Torque. As many of you know, we spent much of 2007 merging the Torque C++ engine products into one code base which we've been referring to as Torque Juggernaut. There are big opportunities here to update both TGEA and TGE. I focused on TGEA 1.0.3 as a start here, but as you'll see below, we've made some *big* moves.
Huge credit goes to Clark and his team working on the core engine for all their hard work on Juggernaut over the past year. Juggernaut includes lots of updates, bug fixes, and feature additions to the Torque line up. What we're looking to release here will look a lot like TGEA, but it's really another stepping stone to our longer term goal of a fully componentized Torque Engine.

TGEA...more is on the way
What you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
Multiple Terrain Tiles (with full editor support)
Stronghold (starter.fps)

TGE Feature Demo
Tim Aste's Forge demo
Shhhh... early yet, but this new demo is going to be BEAUTIFUL

Release will include SpaceOrc, TorqueOrc, Elf, Forge guy, Spacesuit guy, and BoomBot
TGB-style Offline Docs
I wanted to greatly smooth the transition from TGE to TGEA, so making sure that TGEA supports nearly all of the same features (no OpenGL or Mac support) you have come to expect from TGE, converting over most of the TGE content and mission, and including a lot of tools and functionality that will greatly ease porting a pre-existing TGE project have all been a primary focus. Right now this update will automatically handle unmapped textures and converting older file formats of things like TerrainBlocks and Waterblocks. I have also spent time working on pulling together the best of the Torque documentation and getting it far more organized. The goal here is to make getting started with this next release of TGEA to be comparable to getting started with TGE, if not even easier. TGEA is still a powerful and complex game engine but we're working hard to make it a lot more approachable.
At this point I am sure that there are a few questions on everyone's mind!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release.
When will this update be ready? As always, this is a hard question to answer. GarageGames is more committed to high quality releases than ever before so this update will not go out the door until it is polished and ready. The Associates are already participating in a closed Beta and have been giving great help and feedback. I expect to have a fairly complete version of it demoing at GDC next month but I will not hesitate to put in a couple of extra weeks on documentation and bugfixing if it needs it (please email me if you would like to help with docs). There is still a lot of ground to cover but we are making rapid progress on it!
Hopefully everyone reading this is as excited as I am about this update! Be sure to go check out the awesome things that the game teams are doing with it in Fallen Empire: Legions

Fallen Empire: Legions
Ever since I handed off community management to the supremely capable hands of David Blake, I have been jamming away on the next big update to Torque. As many of you know, we spent much of 2007 merging the Torque C++ engine products into one code base which we've been referring to as Torque Juggernaut. There are big opportunities here to update both TGEA and TGE. I focused on TGEA 1.0.3 as a start here, but as you'll see below, we've made some *big* moves.
Huge credit goes to Clark and his team working on the core engine for all their hard work on Juggernaut over the past year. Juggernaut includes lots of updates, bug fixes, and feature additions to the Torque line up. What we're looking to release here will look a lot like TGEA, but it's really another stepping stone to our longer term goal of a fully componentized Torque Engine.

TGEA...more is on the way
What you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
- 1. A brand new completely abstracted sound system (SFX) with a DirectSound and OpenAL implementation (credit to Tom Spilman).
- 2. Major reworks of GFX layers and the addition of a D3D8 layer
- 3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
- 4. Introduction of the Project Generator - a system that automates generating up-to-date Visual Studio projects files based on which "modules" of code you want to include
- 5. Significant directory reorganizations with an eye towards making it easier to work with for both experienced and new users
- 6. A ton of bugfixes done by the internal development team as they worked towards a fully componentized version of Torque
- 7. Lots of refactoring and general code cleanup
- 8. Port of some of the missing TGE classes including Lightning, fxShapeReplicator, and RigidShape
- 9. The famous Ben Garney's OPCODE polysoup collision implementation
- 10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
Multiple Terrain Tiles (with full editor support)
- 11. Ports of the TGE demo and starter.fps with performance tweaks
Stronghold (starter.fps)

TGE Feature Demo
- 12. A couple unreleased demos! A small team is slaving away to bring you a never-before-seen feature demo that will knock off those socks.
Tim Aste's Forge demo
Shhhh... early yet, but this new demo is going to be BEAUTIFUL
- 13. Previously unreleased Player models bringing the total count up to 6!

Release will include SpaceOrc, TorqueOrc, Elf, Forge guy, Spacesuit guy, and BoomBot
- 14. Clipmapping support for legacy terrain allows higher resolution terrain textures and gives a general performance boost
- 15. Jeff Faust's fantastic AFX Kit should be updated for compatibility with this new version and he's already brought over most of the excellent bugfixes he posted on the TGEA forums including multiple particles per emitter
- 16. Reworked Material system is easier to use and performs better
- 17. Improved functionality in the Mission Editor with work from Dave Wyand, with a few new features that make it much easier to use
- 18. GUI Editor improvements making it easier to use
- 19. TGB-style offline docs and tutorials for better / faster accessibility
TGB-style Offline Docs
- 20. Abstracted Lighting allows you to plug in different lighting systems of your choice. Current built in options include:
- a) Basic Lighting System (really simple)
- b) John Kabus' Synapse Gaming Lighting System
I wanted to greatly smooth the transition from TGE to TGEA, so making sure that TGEA supports nearly all of the same features (no OpenGL or Mac support) you have come to expect from TGE, converting over most of the TGE content and mission, and including a lot of tools and functionality that will greatly ease porting a pre-existing TGE project have all been a primary focus. Right now this update will automatically handle unmapped textures and converting older file formats of things like TerrainBlocks and Waterblocks. I have also spent time working on pulling together the best of the Torque documentation and getting it far more organized. The goal here is to make getting started with this next release of TGEA to be comparable to getting started with TGE, if not even easier. TGEA is still a powerful and complex game engine but we're working hard to make it a lot more approachable.
At this point I am sure that there are a few questions on everyone's mind!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release.
When will this update be ready? As always, this is a hard question to answer. GarageGames is more committed to high quality releases than ever before so this update will not go out the door until it is polished and ready. The Associates are already participating in a closed Beta and have been giving great help and feedback. I expect to have a fairly complete version of it demoing at GDC next month but I will not hesitate to put in a couple of extra weeks on documentation and bugfixing if it needs it (please email me if you would like to help with docs). There is still a lot of ground to cover but we are making rapid progress on it!
Hopefully everyone reading this is as excited as I am about this update! Be sure to go check out the awesome things that the game teams are doing with it in Fallen Empire: Legions

Fallen Empire: Legions
Recent Blog Posts
| List: | 04/05/08 - TGEA 1.7 is Officially Released! 03/29/08 - Torque Game Engine Advanced Open Beta 2 03/19/08 - Torque Game Engine Advanced Open Beta 01/18/08 - Big Update to TGEA on the way! 09/15/07 - A Week in Oregon 04/10/07 - Great Strides 10/27/06 - Constructor Beta9 thru Beta14 10/27/06 - Constructor Beta3 thru Beta8 |
|---|
Submit your own resources!| David Blake (Jan 18, 2008 at 22:45 GMT) Resource Rating: 5 |
| Jeff Johnston (Jan 18, 2008 at 22:52 GMT) Resource Rating: 5 |
Thanks for all the hard work.
| Cappaucino (Jan 18, 2008 at 22:55 GMT) |
| Stefan *Shaderman* Greven (Jan 18, 2008 at 22:58 GMT) |
| Ben Acord (Jan 18, 2008 at 23:04 GMT) |
| Andrew Brady (Jan 18, 2008 at 23:05 GMT) |
| Thomas Oliver (Jan 18, 2008 at 23:06 GMT) |
Amazing list of features there and can not wait to see it all in action.
| Matt Kronyak (Jan 18, 2008 at 23:30 GMT) |
| Stefan Lundmark (Jan 18, 2008 at 23:34 GMT) Resource Rating: 5 |
The new documentation and the clipmapper for legacy looks really really sweet!
| Edward Smith (Jan 18, 2008 at 23:41 GMT) Resource Rating: 5 |
The new SFX system I hope will be fantastic, Sound has been a bit disappointing for Torque in the past.
Very exciting!
Edited on Jan 18, 2008 23:41 GMT
| Mark (Jan 18, 2008 at 23:43 GMT) |
| Rubes (Jan 18, 2008 at 23:51 GMT) |
| Matt Fairfax (Jan 18, 2008 at 23:55 GMT) Resource Rating: 5 |
| Novack (Jan 18, 2008 at 23:57 GMT) |
| Tom Eastman (Eastbeast314) (Jan 19, 2008 at 00:33 GMT) |
That pretty much seals the deal on what engine to use for my next school projects.
| Rubes (Jan 19, 2008 at 01:05 GMT) |
| Mike Rowley (Jan 19, 2008 at 01:07 GMT) |
| Matt Fairfax (Jan 19, 2008 at 01:11 GMT) Resource Rating: 5 |
Sorry...no plans for Juggernaut. OpenGL and Mac support is still tentatively planned for our fully componetized version of Torque (what we called Torque 2 at IGC...that name may change).
| Rubes (Jan 19, 2008 at 01:37 GMT) |
| Adam Beer (Jan 19, 2008 at 01:42 GMT) |
| Sparkling (Jan 19, 2008 at 02:10 GMT) |
Especially this part!
10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
And this part!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
HOORRAYYY!!! Bring it on!
-Sparkling
http://www.visionsgame.com
| Chris \"C2\" Byars (Jan 19, 2008 at 02:10 GMT) |
| Mark Dynna (Jan 19, 2008 at 02:11 GMT) |
| David J Weaver (Jan 19, 2008 at 02:32 GMT) |
| Morrie (Jan 19, 2008 at 03:07 GMT) |
Everything looks really nice though and this make me glad I bought TGEA. GG you guys do excellent work.
| Eric Forhan (Jan 19, 2008 at 03:08 GMT) |
| Andy Hawkins (Jan 19, 2008 at 03:10 GMT) |
| J.C. Smith (Jan 19, 2008 at 03:40 GMT) |
| T Squared (Jan 19, 2008 at 05:13 GMT) |
Just curious though. Im not too familiar with TGEA. but can you use higher res terrain textures then 256x256? I plan to still use the legacy terrain. but can you apply shaders such as normal maps with the legacy terrain? and how well does it perform is you set the block size down to 2~4 with this new update?
Edited on Jan 19, 2008 05:17 GMT
| Kory James (Jan 19, 2008 at 05:45 GMT) |
so it would be easier to make some Co op games.
Thanks for your time and the great news.
Edited on Jan 19, 2008 05:58 GMT
| Arcanor (Jan 19, 2008 at 06:03 GMT) |
In the original post, Matt Fairfax says "Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release." This seems to imply that it's still on the list and being worked on for TGEA.
Later on, Matt responds to a question about OpenGL and Mac support and says "They are not currently planned for TGEA."
So which is it? "Almost ready for release" to satisfy TGEA promises from long ago, or "never gonna happen"?
| Tim Heldna (Jan 19, 2008 at 06:18 GMT) |
- What's the difference, if any, between Juggernaut and Torque 2?
- So rather than working on TGEA and TGE as separate products, GG will be rolling them into one? This will result in Juggernaut, an engine based off yet another engine(s) (primarily TGEA with parts of TGE rolled in) minus the bugs and with much needed improvements; which from a certain point of view is what TGEA was supposed to be in the first place?
- The ultimate goal of GG is to unify 3 engines (TGB, TGE and TGEA) into the one product?
Quote:
What you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
* 1. A brand new completely abstracted sound system (SFX) with a DirectSound and OpenAL implementation (credit to Tom Spilman).
* 2. Major reworks of GFX layers and the addition of a D3D8 layer
* 3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
* 4. Introduction of the Project Generator - a system that automates generating up-to-date Visual Studio projects files based on which "modules" of code you want to include
* 5. Significant directory reorganizations with an eye towards making it easier to work with for both experienced and new users
* 6. A ton of bugfixes done by the internal development team as they worked towards a fully componentized version of Torque
* 7. Lots of refactoring and general code cleanup
* 8. Port of some of the missing TGE classes including Lightning, fxShapeReplicator, and RigidShape
* 9. The famous Ben Garney's OPCODE polysoup collision implementation
* 10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
With all due respect, this is what TGEA should have been in the first place. Considering its (TGEA's) development commenced some time in 2004, and it's now 2008, and this plan details yet another attempt to finally get it right, what has changed with GG that would convince me to loose my skepticism? InstantAction/IAC?
| James Dunlap (Jan 19, 2008 at 06:27 GMT) |
I have a great deal of respect for Matt as he has worked very hard to help those of us using Constructor.
My many thanks to Matt Fairfax, David Blake, and everyone who has worked hard to make this come about.
Edited on Jan 19, 2008 06:32 GMT
| Jeremy Alessi (Jan 19, 2008 at 06:53 GMT) Resource Rating: 5 |
| Christian S (Jan 19, 2008 at 08:48 GMT) Resource Rating: 4 |
Btw, you did mention fxShapeReplicator, RigidShape, and used the phrase performance tweaks.
Does this, combined with the utter silence fromthe forest project Tom Spilman once showed, by any chance mean that forests are/could be included ?
| Thak (Jan 19, 2008 at 09:17 GMT) Resource Rating: 5 |
| Gareth Fouche (Jan 19, 2008 at 09:24 GMT) |
And I'm loving that tantalizing hint of the gui editor upgrades I see on that terrain shot.
Edited on Jan 19, 2008 09:25 GMT
| asmaloney (Andy) (Jan 19, 2008 at 09:45 GMT) |
Quote:
what has changed with GG that would convince me to loose my skepticism?
The only thing I can offer you is that the core engine development is actually being managed now. Clark Fagot heads up the core team of Brian Richardson, Alex Scarborough, and me - sprinkle in a little Pat Wilson and others as required. We've been working on it full time for many months now and this TGEA update is derived from some of the work we've been doing.
Edited on Jan 19, 2008 10:35 GMT
| metalliandy (Jan 19, 2008 at 09:54 GMT) Resource Rating: 5 |
nice job :)
| Tim Heldna (Jan 19, 2008 at 11:49 GMT) |
I truly hope that this is the step in the right direction I've been waiting for...
| Gary Preston (Jan 19, 2008 at 12:35 GMT) |
| JungHyuck Yang (Jan 19, 2008 at 12:41 GMT) Resource Rating: 5 |
| James Laker (BurNinG) (Jan 19, 2008 at 13:24 GMT) |
| eb (Jan 19, 2008 at 14:10 GMT) |
- I hope that it holds more water than "hype for GDC". (meaning that we get it before Xmas) :D
| Steve Nolet (Jan 19, 2008 at 14:40 GMT) |
| Michael Swanson (Jan 19, 2008 at 15:05 GMT) |
Quote:
10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
Does this mean that Atlas will no longer be supported/updated?
Edited on Jan 19, 2008 15:07 GMT
| Edward (Jan 19, 2008 at 15:13 GMT) |
Edited on Jan 19, 2008 15:14 GMT
| Joe Maruschak (Jan 19, 2008 at 16:28 GMT) |
Juggernaut was an internal initiative that was start some time ago to merge the core functionality of our 3 main engines (TGE, TGB, and TGEA)..
with the growth of our QA department and our expansion of initiatives into improving the documentation, we were finding that we were spending a lot of time planning and tracking redundant issues.. issues that existed in all 3 engines.. and we are talking about just the overhead of merging changes and testing back and forth between the engines.
Juggernaut, and the TGEA version that is being worked on now is the result of this work. It is mostly compatible with previous versions of TGE and TGEA, using the ShapeBase based game object classes. This is the version of the Engine that we used internally for the games we are working on internally for release on the Instant Action website.
T2 is the ongoing development of this Engine. The ongoing development is mostly based upon the move to the fully componentized game classes (prototyped in dRacer, design refined in Torque X). We are moving this direction because it will allow us to develop games much quicker, and for end users, it will make for a much more flexible engine (which is easier for us to support and update).
Changes made in T2 that are applicable to Juggernaut will be moved back, and these changes will be used to update existing engines if the updates are determined to be beneficial (meaning bug fixes and performance enhancements).
What you see here is the upgrade of TGEA to Juggernaut. The work put into this represents many months of effort by many people, and represents the latest changes that we ourselves have been working with to get a bunch of games ready to ship.
We have not been as transparent about it as most would prefer, but this is primarily because those working on this have been head down actually making it happen and not spending time talking about what we planned.. we were just executing on the plan. alot of which consisted of very non-sexy things like:
5. Significant directory reorganizations with an eye towards making it easier to work with for both experienced and new users
6. A ton of bugfixes done by the internal development team
7. Lots of refactoring and general code cleanup
which does not make for really good blog posts.
At the IGC this year, Clark Fagot and Justin Dujardin gave a presentation on where we were going, and if the slides for that presentation are available, it would be good to have those up here (if they are not already posted in someones previous blog).
I want to reiterate, that what you are seeing here is the result of many people over the last several months.
the merger with IAC has not decreased our focus on the tech, it has actually allowed us to expand the initiative to move much more quickly, and we actually have two teams working on this.. one, the engine team, is part of the game studio, is focused on getting the tech done and solid for use is in production game products.. and the product team, which is solely focused on handling the issues of preparing what we have produced into a shipping product for use by you guys.. this includes documentation, community support, sheperding the product through testing, etc.
hopefully this helps to clarify and not add additional confusion to this thread.
| Gary "ChunkyKs" Briggs (Jan 19, 2008 at 16:52 GMT) |
Quote:
Sorry...no plans for Juggernaut. OpenGL and Mac support is still tentatively planned for our fully componetized version of Torque (what we called Torque 2 at IGC...that name may change).
That's not even as positive as it was when TSE was in development. The fact that linux support [think "dedicated servers", let alone clients] isn't even considered anymore means I'm pretty glad I started using Ogre and a hotchpotch of other cross platform tools, instead :-/
Gary (-;
| Michael Hense (Jan 19, 2008 at 17:14 GMT) |
any chance that some animated water (ala tge) might find its way into the new code?
--Mike
Edited on Jan 19, 2008 17:26 GMT
| Freeze (Jan 19, 2008 at 19:02 GMT) |
| Peter Kojesta (Jan 19, 2008 at 20:02 GMT) |
| Timothy Aste (Jan 19, 2008 at 20:31 GMT) |
| Picasso (Jan 19, 2008 at 20:53 GMT) Resource Rating: 5 |
| Casey Weidner (Jan 19, 2008 at 21:12 GMT) |
Cant wait to get my hands on this code
| Charlie L (Jan 19, 2008 at 21:19 GMT) |
A question: is there any chance for something like polysoup collision for vehicles? IMHO the out-of-the-box vehicle collision is so crude it would need tons of rewriting for a commercial product. A shame when most other TGEA features are so impressive. A better vehicle collision algorithm would be the missing piece of the puzzle :) Either way, Juggernaut seems like a great iteration!
Edited on Jan 20, 2008 03:17 GMT
| Mikael Pettersson (Jan 20, 2008 at 03:29 GMT) |
Oh ...and give everyone on the team a cookie, they deserve it.
| Alexander "taualex" Gaevoy (Jan 20, 2008 at 05:38 GMT) |
C'mon guys, it does not take 4 years to fix 100 bugs... and add few functions
| Pat Wilson (Jan 20, 2008 at 06:22 GMT) |
| Blake Drolson (Jan 20, 2008 at 07:32 GMT) |
| Andrea (Jan 20, 2008 at 16:07 GMT) |
GREAT NEWS !!!
I want it !!!!
:-P
| Luigi Rosso (Jan 20, 2008 at 18:12 GMT) |
Also, what's the difference in resolution between legacy tge terrain and the new clipmap enhanced legacy terrain? Any chance of seeing a screenshot specifically evidencing the gain?
This is all great news, hoping to see something soon so we can get our projects up to speed with this new release.
| Bobby Leighton (Jan 21, 2008 at 00:03 GMT) |
| H.W. Kim (Jan 21, 2008 at 01:10 GMT) |
Quote:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
It sounds like that the Ben Garney's forest pack can be avaiable in new version of TGEA. I hope so. :-)
Edited on Jan 21, 2008 01:12 GMT
| Guimo (Jan 21, 2008 at 04:54 GMT) |
Now I can ask my wife for AFX as my birthday present :)
Luck!
Guimo
| Guimo (Jan 21, 2008 at 04:57 GMT) |
| Nicolas Buquet (Jan 21, 2008 at 08:52 GMT) |
Does it means that TGEA projects will run on GMA950/965 integrated chipsets ?
And, Mac (and so OpenGL) support is mandatory for me to start using this product.
Why is the Mac version so late ?
Nicolas Buquet
www.buquet-net.com/cv/
Edited on Jan 21, 2008 08:53 GMT
| Syllus (Jan 21, 2008 at 16:14 GMT) |
This is awesome news indeed! I cannot wait to work with this new version and I know that our artists are absolutely going to love the multi terrain tile support! Hopefully the port to this version will not be too painful, but it sounds like it will be well worth it even if it is. Thanks again for all the hard work and commitment you guys put into the independent community!
| James Brad Barnette (Jan 21, 2008 at 17:13 GMT) |
In order for something to be late it must be planned and thus scheduled. MAC and OpenGL support have had Neither.
| Gary "ChunkyKs" Briggs (Jan 21, 2008 at 18:48 GMT) |
Quote:
I have to ask, because I don't use MAC's so i have to know why anyone would want to program or develop games on a MAC?
Because mac users exist.
If you want to get a piece of that market, then you have to support mac development. A lot of developers here obviously want a piece of that market, and so TGEA is useless to them.
I could go on a half hour diatribe explaining in more detail, but that's what it comes down to.
Gary (-;
Edited on Jan 21, 2008 18:49 GMT
| Gary "ChunkyKs" Briggs (Jan 21, 2008 at 18:53 GMT) |
Quote:
2. Major reworks of GFX layers and the addition of a D3D8 layer
I'm also curious about this. D3D8 is *old*. DirectX 10 [.1+] is where it's officially at, and TGEA is intended to be a shiny new next-gen engine.
What would be the reason for GG to invest time developing for D3D8 [a dwindling market of people unlikely to be playing next-gen games], when they could have invested that same time in an OpenGL layer that would run on linux, osx, and windows-machines-with-busted-d3d-drivers? Instead of opening up new markets, GG spends time on markets that are dying by design. :confused:
Gary (-;
| Bobby Leighton (Jan 21, 2008 at 21:44 GMT) |
| T Squared (Jan 21, 2008 at 22:45 GMT) |
Edited on Jan 21, 2008 22:47 GMT
| Guimo (Jan 21, 2008 at 23:16 GMT) |
I still think that the same idea could be managed by using D3D9 but maybe GG engineers didnt want to change or break the current D3D9 layer architecture just to add some features that might not be used in a shader based engine.
Besides, having a new layer is interesting, it shows that the GFX architecture in fact can be extended for new API support. Also I guess that in the process many features have been included and bugs have been fixed so now GFX is a more standarized interface which may eventually lead to a OGL solution. Who knows someone may start playing and create a SW renderer.
Luck!
Guimo
| Kerry Lyon (Jan 22, 2008 at 00:32 GMT) |
| Frank Carney (Jan 22, 2008 at 03:42 GMT) |
It makes me sad to see Torque moving away from OpenGL in particular because it IS the cross platform standard. Standards are what ensure future opportunities versus tying oneself down to one technology. The very fact that TGE has always been able to run on Mac and Linux is what has kept me here.
Some things to consider when it comes to technology:
1. Nearly every mobile phone will be running Linux is the next 5 years. I read this in a popular trade magazine for electronic design.
2. Microsoft has finally realized Linux is NOT going away. They are now profiting from Linux. This is a good thing for everyone.
3. Low end computers (regardless of having 3d accelerators) in foreign countries are and will be running Linux. This is a huge global market opportunity especially for 2d games and eventually 3d games. Just think if a game could be sold to 1 billion Asians at 1 dollar a piece. This will happen and soon.
4. Cost of entry in rapidly getting smaller and smaller. How many flash games are there? I am guessing hundreds of thousands at least. Maybe more.
Prediction:
In the next five years games for *nix based platforms (Linux, BSD, Mac) will be a hot market.
It just may not be on your PC, it may be a MMORPG played from your cell phone. The chips are coming, the operating system is ready, the door is about to open...
| Bobby Leighton (Jan 22, 2008 at 13:54 GMT) |
I could not agree more, but Im sure that when GG is taking in more profits and get to a point where they can afford to throw in what the other 10% need they will, they seem good like that:)
| David Blake (Jan 22, 2008 at 17:51 GMT) Resource Rating: 5 |
I wish I could take credit for this, but I had nothing to do with it other than moral support. And my morals are rather lacking, so I'm not sure how much support I gave!
@Bobby Leighton
Quote:
I have to ask, because I don't use MAC's so i have to know why anyone would want to program or develop games on a MAC? Is there some sort of advantage...dosnt seem to be any but like i said i don't know..any MAC users out there that can give me a good answer or two would be great, i dont plan on buying a MAC or even porting anygame im working on to the MAC platform, but mayby if i can see that MAC's are more than just a headache I might consider it..they seem ok if you are and end user Ive heard.., not sure why that is though:)hmmm....
Because the Mac market is very hungry for games, which makes it an excellent target market for indies. It can be a negligible market for shelf targeting publishers since there is relatively no shelf-space to Mac versions (though Blizzard has done extremely well with their Mac/PC hybrids). But it is an excellent target market for Indies. If you're making a game as a pitch-title for EA, then you're probably not going to benefit much from it, but if you are relying on portals and individual web sales, it can be huge. I believe Josh has stated a number of times that Minions of Mirth has around 50% of his sales on the Mac, and I think it's doing okay for an indie game... ;)
| Matt Fairfax (Jan 22, 2008 at 18:45 GMT) Resource Rating: 5 |
We currently have people actively working on OpenGL and Mac support for our next generation engine (what we've been calling Torque 2).
This is driven both by our desire to deliver OpenGL to Torque users AND so that we can deliver our games to Mac users. Will it get done at some point? It'd better! However, there is still a lot of tricky work involved in adding OpenGL AND getting it running on the Mac and that means there is a very high probability that the OpenGL implemenation will be forced to slip more than a few times off any estimate we could give. We don't have a solid deadline on when anything will be ready for release and we don't want to set any false expectations otherwise.
GG Studios (the game teams) are burning the midnight oil trying to get several new games out the door. Getting these games running on Macs should provide a base level of work that can be applied directly to Torque products, but even still, we're talking about a non-trivial amount of work. Next gen versions of Torque will almost certainly have Mac support and as the engine teams makes strides in that direction, we'll look at every opportunity to implement increased functionality in TGEA. This update brings TGEA very closely in line with the bleeding edge of our new engine, but if OpenGL support doesn't arrive until later in the new engine's dev cycle, it honestly might not make sense to implement OpenGL support at all in TGEA. Instead we'd let our next generation engine be our answer for those who need OpenGL and Mac support and we could better focus on delivering other beneficial features and improvements (better documentation and tools for example).
There will not be OpenGL in the next update to TGEA. At this point I am hesitant to say that it will ever be included in a future update, so we are taking the stance that TGEA owners should plan for the near-term to work without it. I *fully* understand this is a disappointment for some people. As much as GarageGames tries to do, we're only human and there's only so much we can deliver. If you truly feel like you were misled with "promises of OpenGL" and you want to revoke your license to use TGEA, I will stand by Joe's previous offer of a full refund.
Edited on Jan 22, 2008 19:11 GMT
| Matt Fairfax (Jan 22, 2008 at 18:56 GMT) Resource Rating: 5 |
Quote:
With all due respect, this is what TGEA should have been in the first place.
TGEA has yet to reach its full potential. That is precisely why we have been doing this work. We have more resources at our disposal, but they're still far from unlimited. We are doing our best to listen to our users and community and to address their concerns.
Quote:
what has changed with GG that would convince me to loose my skepticism?
Honestly, at this point we aren't asking for you to lose your skepticism. We saw the announcement of Fallen Empire: Legions as a great opportunity to start telling you guys about the tech it was built on and how we plan to deliver that to you! We also knew that there was a growing concecrn that TGEA was no longer going to get any work and wanted to lay that rumor to rest. I do hope that when you get your hands on this update it will help to alleviate your concerns.
Quote:
What would be the reason for GG to invest time developing for D3D8, when they could have invested that same time in an OpenGL layer
Guimo hit the nail pretty precisely on the head!
According to the latest Valve Hardware Survey, there are still some 125,000+ of their users (which are decidedly slanted towards top-end FPS gaming) who are still using their DirectX 8 pipeline. Also consider that Juggernaut (not the TGEA update) includes TGB and the VAST majority of the users in the casual and 2D game space are using DirectX 8 or hardware that is only capable of running DirectX 8. That is not an inconsiderable number salesbase for an indie game and it would be foolish to give that up! Since we already have a DirectX 9 layer it was pretty trivial to bring a DirectX 8 layer up to speed and it helped us immensely to better flesh out a multiple GFX layer interface. DX8 vs OpenGL is a false choice. It wasn't one or the other and DX8 did not delay the OpenGL work in any way.
Edited on Jan 22, 2008 19:17 GMT
| Matt Fairfax (Jan 22, 2008 at 18:59 GMT) Resource Rating: 5 |
There are an awful lot of questions that I wish I could take the time to answer but I think you'd all prefer that I get you this update, no? =) I may take a few minutes here and there to address some of them but I'll be lucky to get to them all. Hang tight and look out! Lots more shiny new Torque coming down the pipe.
Thank You!
Matt
| James Brad Barnette (Jan 22, 2008 at 19:53 GMT) |
| JoZ (Jan 22, 2008 at 20:13 GMT) |
Really cannot wait to "dirt my hands with it" (LOL) :D
It's a pleasure every time we hear news from you, it's not very often but nowaday we know it's because your always working hard on it ;)
You got my preference as "man of the year" (LOL) :D
Good work !
| Gareth Fouche (Jan 22, 2008 at 20:16 GMT) |
Personally, this announcement (combined with the AFX for TGEA release) has me excited enough that I've begun attempting to port my code over to TGEA. Previously I'd seen the potential there but decided to wait until some of the rough edges had been worn off a bit (TGE had plenty of rough edges when it was first released too, I hear ;) ). But this is just too much temptation for me to resist.
| James Laker (BurNinG) (Jan 22, 2008 at 20:27 GMT) |
Quote:
We also knew that there was a growing concecrn that TGEA was no longer going to get any work and wanted to lay that rumor to rest.
That statement makes me go to sleep with a smile.
| Kevin Rogers (Jan 22, 2008 at 20:52 GMT) |
| Rubes (Jan 22, 2008 at 21:03 GMT) |
| Luigi Rosso (Jan 22, 2008 at 21:48 GMT) |
Go, go, go!
| metalliandy (Jan 22, 2008 at 22:05 GMT) Resource Rating: 5 |
Im really excited about the next TGEA upate.
Is it too early to give us a rough time-scale on a release?
Edited on Jan 23, 2008 01:30 GMT
| Renato Mahmutagic (Jan 23, 2008 at 11:53 GMT) Resource Rating: 5 |
| Will Smith (Jan 23, 2008 at 15:47 GMT) Resource Rating: 5 |
But thank you so much for this, i was really starting to think GG was more focused on creating new engines for us to buy, and dismissing TGEA.
| T Squared (Jan 23, 2008 at 21:01 GMT) |
If not higher res textures. i'm sure with the new mutiple terrain blocks. you can just reduce the block size for more details.
But im just curious, how much does the mutiple terrain block hit the frame rate? and is the terrain texture set still maxed at 8 without modifying code?
Edited on Jan 23, 2008 21:01 GMT
| Ray Noolness Gebhardt (Jan 24, 2008 at 02:21 GMT) |
| BigPapa (Jan 24, 2008 at 18:11 GMT) |
How's collision detection for fast moving objects? If I want to make a racing game, will I be able to do it without major modification to the engine? I know some of us have tried to make racing games before but gave up because of the major modification that it needed.
| Assassini (Jan 26, 2008 at 15:12 GMT) |
| Devon Winter (Jan 29, 2008 at 17:08 GMT) |
| Matt Fairfax (Jan 30, 2008 at 04:08 GMT) Resource Rating: 5 |
Since it is a free upgrade you can "pre-order" by buying TGEA right now =)
| James Brad Barnette (Jan 31, 2008 at 23:23 GMT) |
| Ken Wiseman (Feb 05, 2008 at 04:32 GMT) Resource Rating: 4 |
Is the fast ground collision bug been looked at ...at all.....I've tried countless things to be able to put a flying game together, and that makes this imperative.
Also, as in the previous post.... are we looking at a week, a month, or 6 months... more?
AS has been admitted GG just doesn't let us know what's going on very often. SO lots of us would really like to know to plan accordingly.
ps: this looks likes it's gonna be a great addition for us all......
| Hadoken (Feb 05, 2008 at 14:57 GMT) |
You are aware of the fact that DirectSound is no longer supported and will probably be removed from DirectX in the next SDK release, right?
| Pat Wilson (Feb 05, 2008 at 19:20 GMT) |
Quote:
1. A brand new completely abstracted sound system (SFX) with a DirectSound and OpenAL implementation
Abstracted being the key word.
| chris newman (Feb 05, 2008 at 22:14 GMT) |
Will the textures still blur ?
T Squared asks........
wow. amazing. i cant wait for this to come out :). haha i love how you guys decided to use mutiple terrain blocks to increase your the terrain size. hehe i think GG saw a few ppl doing that already :P. actually got it working, but very very buggy. :S
Just curious though. Im not too familiar with TGEA. but can you use higher res terrain textures then 256x256? I plan to still use the legacy terrain. but can you apply shaders such as normal maps with the legacy terrain? and how well does it perform is you set the block size down to 2~4 with this new update?
_________________________________________________________________________________
Luigi Rosso .................
Also, what's the difference in resolution between legacy tge terrain and the new clipmap enhanced legacy terrain? Any chance of seeing a screenshot specifically evidencing the gain?
____________________________________________________________________________________
WILL SMITH asks.............
I hope this will allow higher resolution textures to be painted on the terrain
| JoZ (Feb 05, 2008 at 22:51 GMT) |
Ehehe I didn't want to be too brutal but as said a lot of times if Matt or someone else stay there to reply to every question probably GG would have nothing done...
So, a bit of patience...
Or probably next time we'll get a "long silence" again before giving us any news if all the times people start to put a lot of pressure just to see a reply to every single question of the mankind...
We need to let they "working on it instead speaking of it..."
;)
| chris newman (Feb 06, 2008 at 00:39 GMT) |
I just wanted to see if it has been answered and i just missed it.
| Ariel Decena (Feb 07, 2008 at 08:42 GMT) |
please release it now....
| JoZ (Feb 11, 2008 at 12:49 GMT) |
(see this thread, post of Jun 13, 2007 17:36) ...
Any chance we can see something like that implemented and finally having transparencies on interiors?
...I know the response will be "NO!" but I never give up... ;-)
JoZ
Edited on Feb 11, 2008 12:55 GMT
| Frank Carney (Feb 14, 2008 at 06:04 GMT) |
Thanks for addressing the issues of portability for Torque 2. I absolutely love this engine and plan on upgrading when the next version comes out.
| Chris Austin (Feb 17, 2008 at 05:52 GMT) |
| Ron Kirkland (Feb 24, 2008 at 21:11 GMT) |
| Morrie (Feb 28, 2008 at 01:42 GMT) |
I don't ask for dates anymore, because I don't rely on it anymore. When it comes out I'm greatful and we all know GG does great work. I just seems like they announce alot of things, build up the hype then take a year or three to release it.
| Adam Beer (Feb 28, 2008 at 02:10 GMT) |
| Sun Yu (Feb 29, 2008 at 11:02 GMT) |
Thanks.
| Steven Zhou (Mar 06, 2008 at 09:47 GMT) |
| James Brad Barnette (Mar 06, 2008 at 16:23 GMT) |
| James Laker (BurNinG) (Mar 06, 2008 at 18:28 GMT) |
| Matt Fairfax (Mar 06, 2008 at 18:46 GMT) Resource Rating: 5 |
I am incredibly heads down and working hard on the next update to TGEA (whee! clipmapping code!) so I don't have time to say much.
I should be able to do a more in-depth update some time in the next couple of weeks =) Feel free to nag me with emails if you haven't seen anything by the end of March =P
| James Laker (BurNinG) (Mar 06, 2008 at 19:44 GMT) |
| Guimo (Mar 07, 2008 at 06:14 GMT) |
Luck!
Guimo
| Ariel Decena (Mar 07, 2008 at 10:10 GMT) |
If you still dont have it by then, then you'll surely receive nags left and right.. 8p
| James Brad Barnette (Mar 07, 2008 at 20:19 GMT) |
| Ariel Decena (Mar 10, 2008 at 00:25 GMT) |
I hope this is a release not screenshots or another news update
else the NAGS will hit.. 8P
| Matt Fairfax (Mar 19, 2008 at 02:01 GMT) Resource Rating: 5 |
| jydog (Mar 19, 2008 at 16:37 GMT) |
It's a start. We'll see what else you can pull out. ; )
| James Brad Barnette (Mar 19, 2008 at 18:39 GMT) |
| Eric Hope (Mar 20, 2008 at 02:47 GMT) |
Quote:
"But realistically, I think that DirectX 10 is the last DirectX graphics API that is truly relevant to developers. In the future, developers will tend to write their own renderers that will use both the CPU and the GPU - using graphics processor programming language rather than DirectX. I think we're going to get there pretty quickly.
I expect that by the time of the release of the next generation of consoles, around 2012 when Microsoft comes out with the successor of the Xbox 360 and Sony comes out with the successor of the PlayStation 3, games will be running 100% on based software pipelines. Yes, some developers will still use DirectX, but at some point, DirectX just becomes a software library on top of ... you know."
- Epic Games, Tim Sweeney
But of course I'm biased.
Edited on Mar 20, 2008 02:51 GMT
| James Brad Barnette (Mar 20, 2008 at 10:40 GMT) |
| Jojimbo (Mar 25, 2008 at 15:32 GMT) |
and go take a looksee
| Affan (Apr 11, 2008 at 18:00 GMT) Resource Rating: 5 |
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4.7 out of 5


