Big Update to TGEA on the way!
by Matt Fairfax · 01/18/2008 (10:38 pm) · 128 comments
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
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 wayWhat 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
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: LegionsAbout the author
#102
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
02/05/2008 (10:14 pm)
Has anybody answered any of these?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
#103
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..."
;)
02/05/2008 (10:51 pm)
Hey guy, someone said "Asking is allowed, reply is courtesy"...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..."
;)
#104
I just wanted to see if it has been answered and i just missed it.
02/06/2008 (12:39 am)
Its not like i am mad or anything............ I just wanted to see if it has been answered and i just missed it.
#105
please release it now....
02/07/2008 (8:42 am)
hmmm these means I need to recode all the changes again...please release it now....
#106
(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
02/11/2008 (12:49 pm)
Uhm... Ehy I remember times ago Tom Spilman speaking about a technic named "stipple Alpha" (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
#107
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.
02/14/2008 (6:04 am)
Matt Fairfax,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.
#108
02/17/2008 (5:52 am)
Great Update Matt. I am excited and disappointed at the same time. I've loved testing with TGEA and the update sounds pretty solid. But, I was one of the users who purchased TGEA based on the stated future support for OpenGL. I really don't want to go the refund route. But, if there will not be any OpenGL support for this product in the future, just on principle I must. Who do I contact to get a refund?
#109
02/24/2008 (9:11 pm)
are we any closer at this point to an approximate time-line... any dates being tossed around?
#110
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.
02/28/2008 (1:42 am)
I don't plan my project around these kind of things anymore. I learned my lesson with Constructor. I waited and waited three years later it was finally released. Then there was supposed to be a forest pack that was turned over to ( I think) Sick Head Games last year, it still hasn't been released. 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.
#111
02/28/2008 (2:10 am)
I agree with you Morrie. I am still waiting somewhat patiently, for the tree kit. I know there was hold ups, but it has been almost a year since it was supposed to come out and there really hasnt been a peep. I dont have the money to fix/make stuff these kits and updates have so I get screwed over when it takes a long time for stuff to come out.
#112
Thanks.
02/29/2008 (11:02 am)
Please Fix the Eastern Language Input and Display problem in the next release.Thanks.
#113
03/06/2008 (9:47 am)
I look forward to TGEA+TGE+AFX+MMOONLY+NEWTOOLS+NEWTERRAIR
#114
03/06/2008 (4:23 pm)
Hey guys how about and update. When you say something is on the way. You should either deliver it in short order or Update the people that it is taking alittle longer than expected.
#115
03/06/2008 (6:28 pm)
Dont bargain on anything soon. Everyone knows by now that we should be patient. I'm sure everyone involved is working hard and making sure the update is up to peoples expectations. But this shouldnt stop anyone from developing further on their games :) GG is probably still unpacking after GDC... hehe
#116
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
03/06/2008 (6:46 pm)
Hey Guys and Gals!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
#117
03/06/2008 (7:44 pm)
Sweeeet
#118
Luck!
Guimo
03/07/2008 (6:14 am)
I guess the new engine will be released along with the new Legions game. That way it will be tested and in a more stable condition. Luck!
Guimo
#119
If you still dont have it by then, then you'll surely receive nags left and right.. 8p
03/07/2008 (10:10 am)
End of March, okey at least you set a date..If you still dont have it by then, then you'll surely receive nags left and right.. 8p
#120
03/07/2008 (8:19 pm)
Sahe said he would give us an update by the end of march not release. just wanted to clarify
Employee Pat Wilson