The Finish Line
by Joe Maruschak · 09/30/2006 (9:39 am) · 35 comments

Whee! I can finally talk about one of the things I have been working on during the last year. This week, Rack'em Up Road Trip shipped on MSN!
Rack'em up Road Trip reperesents the first commercial title that was developed in house at GarageGames (in partnership with Oberon Media) using Torque Game Builder, and demonstrates our commitment to 'eat our own dog food'. With every peice of technology we make, we feel compelled to put it through its paces and give it a real world run through the guantlet.
We started Rack 'em up Road Trip last year with a pre-release version of Torque Game Builder. Starting in early on the engine development process, we worked hard by tackling what is actually a pretty difficult project.
First, we had to match the feel and rules of a game that people have real world experience with. We could not ignore interface issues that were not working or change the rules if things were confusing. We had to work toward solutions. There were a myriad of small interface issues with foul reporting, communicating the players which balls were 'legal' (particularly with snooker), and challenges with the AI in getting them to be fun enough to play against. Additionally, we upped the ante by adding some sort of movement 'bling' to every GUI screen. Very little of the in game navigation is done on static screens. We made a pretty big game, and we still kept the download very reasonable (in the 10MB range) and kept memory usage low.
We faced many difficulties and challenges, and in the process, TGB became a much stronger engine because of it. What did not work, we had to fix, where the workflow was not usable, we created tools to help speed the process along. We suffered through this pain so you guys did not have to.
We knew going in that this would be a hard road, and we also believed that the engine, even at that early state, was up to the challenge we were taking on. TGB measured up, and did not let us down.
I want to send out a massive thanks to the team, Robert Blanchett, who took the lead on programming and was with this project from beginning to end, Mark McCoy, without whose help the game would not look half as good as it does, Zach Zadell, without who we would have no single player game, Justin DuJardin, who was instrumental in giving us our whoosy, blingee GUIs. A shout goes out to Adam, Clark, Pat, Jeff, Josh, Melv, Paul, Eric Elwell, and everyone else who contributed to getting this game accross the finish line.
Check it out!
About the author
#22
09/30/2006 (6:47 pm)
Tha ball physics was implemented with a 3rd part solution? Or it's built-in in the engine?
#23
09/30/2006 (8:22 pm)
...
#24
This looks great!! Show microsoft this for xbox live arcade. You can do that with this tiltle.
09/30/2006 (8:53 pm)
I Say:This looks great!! Show microsoft this for xbox live arcade. You can do that with this tiltle.
#25
Don't say anyone didn't tell you. Now I gotta get back to pla... working.
09/30/2006 (10:24 pm)
WARNING!! If you have work to get done... DO NOT play this game!!Don't say anyone didn't tell you. Now I gotta get back to pla... working.
#26
Edit: managed to get it to work.. faulty sound drivers...
Thanks a lot! =)
09/30/2006 (11:35 pm)
This looks really really sharp! Edit: managed to get it to work.. faulty sound drivers...
Thanks a lot! =)
#27
10/01/2006 (12:31 am)
Try the 2nd-beer-accuracy-powerup ... This game is slick. Ka-Bling!
#28
10/01/2006 (2:25 am)
love all the little touches, the balls rolling down in your slots, the shadows, the rolling in the pockets
#29
Without a doubt the best looking and playing pool game I have ever played!
10/01/2006 (4:13 am)
Downloaded the demo and played it for 30 minutes.. knew I had to have it after the first game of 8 ball! Bought it in under the hour.Without a doubt the best looking and playing pool game I have ever played!
#30
10/01/2006 (9:43 am)
Did you have to change the TGB source for this game ? I mean with C++ and so on...
#31
10/01/2006 (11:53 am)
Yeah seriously, what sort of C++ side code did you do for this that isn't included with TGB? Don't hold back on us now ;) There seems to be a few things that would be tough to pull off just using the stock TGB. I personally, would like to see features added to the script to allow us to manipulate verts and some more low level stuff like that. Maybe I missed it in the docs but you could easily add more low level access and keep it easy to use
#32
As for the dev questions, I had no part in it, but from evaluating the game, I've come to the conclusion that the balls have to be 3d objects in the 2d world -- as they rotate on all axis's and I can't see how you can do that with a 2d object without using up WAY too many resources and way too much math... although, I can't seem to find a DTS object in the game install dir ... so they must be creating it dynamically through code (most likely a custom C++ object, as the t2dShape3D object doesn't have the ability to be created without pointing to a DTS object -- from what I can tell) ...
I'm very curious about the physics though, it seems to have a "think ahead" functionality for the helper lines, and the TGB physics don't appear to act anywhere near close to that -- my first TGB demo project was a billiards game, and I abandoned it as I could not get the physics to react like they do in Rack Em Up --- Very impressive, very impressive indeed -- I would have liked to have seen the game on GG's product page though, rather then MSN's ... but eh, we can't have everything we want in life, right?
10/01/2006 (5:03 pm)
I'm with everyone else on this -- AWESOME GAME, Can't stop playing.As for the dev questions, I had no part in it, but from evaluating the game, I've come to the conclusion that the balls have to be 3d objects in the 2d world -- as they rotate on all axis's and I can't see how you can do that with a 2d object without using up WAY too many resources and way too much math... although, I can't seem to find a DTS object in the game install dir ... so they must be creating it dynamically through code (most likely a custom C++ object, as the t2dShape3D object doesn't have the ability to be created without pointing to a DTS object -- from what I can tell) ...
I'm very curious about the physics though, it seems to have a "think ahead" functionality for the helper lines, and the TGB physics don't appear to act anywhere near close to that -- my first TGB demo project was a billiards game, and I abandoned it as I could not get the physics to react like they do in Rack Em Up --- Very impressive, very impressive indeed -- I would have liked to have seen the game on GG's product page though, rather then MSN's ... but eh, we can't have everything we want in life, right?
#33
In terms of the "think ahead" functionality, it has a duplicate scene and simulates the move to determine what will happen forward in time.
Massive, massive kudos to GG for the amazing work they've done in shaping the T2D/TGB product and producing such a slick game that performs well. It was such a buzz to see a room-full of guys using T2D to make Rack'Em-Up when I visted.
Just to be clear, this product was written using a very old version of T2D. TGB is so much more powerful now; imagine what could be done with it now!
- Melv.
10/02/2006 (2:40 am)
I wrote the original ball physics code and although the balls don't use the t2dShape3D (I believe it wasn't around then), it did use the same shape-rendering code as the t2dShape3D does. It ultimately got changed (by Pat I believe) because we have a highly constrained rendering requirement, just a sphere, rolling so you can make some considerable performance gains there by generating the ball-shape dynamically etc. Also, the balls needed lots of other rendering effects such as shadows etc.In terms of the "think ahead" functionality, it has a duplicate scene and simulates the move to determine what will happen forward in time.
Massive, massive kudos to GG for the amazing work they've done in shaping the T2D/TGB product and producing such a slick game that performs well. It was such a buzz to see a room-full of guys using T2D to make Rack'Em-Up when I visted.
Just to be clear, this product was written using a very old version of T2D. TGB is so much more powerful now; imagine what could be done with it now!
- Melv.
#34
10/02/2006 (11:14 am)
Sweet! Adam deGrandis makes the grandest of games!
#35
10/02/2006 (12:29 pm)
Awesome, congrats to the whole pool team for finally getting this out! The level of polish and bling of this game is really top notch - and these guys have gone through a lot to get it that way. Way to go! 
Torque Owner David Stewart
Only thing I didnt like was that the installer wouldn't let me choose where to install.