Mojo - 3D for TGB - Video
by Prairie Games · 12/28/2006 (1:45 am) · 36 comments
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

About the author
#22
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.
12/28/2006 (11:45 pm)
@Josh: 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.
#23
12/28/2006 (11:54 pm)
Why don't you just add a 2D layer to Mojo and have a stand alone engine? Seems pointless adding Mojo to TGB when TGE/TGEA already exists.
#24
12/28/2006 (11:59 pm)
I have to agree with others comments about why not have do the same thing with TGE or TGEA, versus a 3rd party engine which won't allow reusing any Torque assets and reduces the value of GG's engines (TGE/TGEA)
#25
Is Sauerbraten open source?
12/29/2006 (12:51 am)
I agree with Andy. Why not just skip TGB completely? The ingame editors look really cool, my only complaint with Torque. Looks very cool though. Is Sauerbraten open source?
#26
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 :)
12/29/2006 (1:40 am)
Why not just add a 2D layer as powerful and extremely cool as TGB to the Sauerbraten technology? Well, that would be an great deal of work... and why when TGB exists?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 :)
#27
12/29/2006 (10:32 am)
Funny you should mention getting an xbox 360, I'm still waiting for someone to offer me theirs on loan which would be returned around late 2009 or so. Strangely, still no offers!?
#28
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.
12/29/2006 (11:42 am)
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.
#29
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. :)
12/30/2006 (12:05 am)
We sell tech so people can make things - usually games.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. :)
#30
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... :)
12/30/2006 (12:44 am)
TGB, TGE, and TGEA are all great choices for making a game. TorqueX is *very cool* too... though, I am a bit skiddish about exchanging the OSX platform for the 360 at this point. If someone at Microsoft wants to give Prairie Games a slot or two, that would make the choice easier... hah!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... :)
#31
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).
12/31/2006 (12:35 pm)
@J Fullbright,.,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).
#32
12/31/2006 (6:32 pm)
I'm quite aware of licenses and treat them very seriously. The EULA on all GarareGames technology products allows the creation of games and simulations. Prairie Games cannot create a technology product which incorporates any GG technology without a specific agreement with GG.
#33
12/31/2006 (9:04 pm)
(And I, personally, will be interested to see what sort of tech comes out of all this. You _are_ in contact with us about that, right, Josh? :)
#34
12/31/2006 (10:48 pm)
I've been talking to GG for years :)
#35
03/13/2008 (1:50 pm)
what happened to mojo? Still going?
#36
Doesn't seem to be around. I would love to have it.
09/06/2008 (11:33 pm)
yes, I've been looking for it too.Doesn't seem to be around. I would love to have it.
Employee Matthew Langley