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
#123
It's a start. We'll see what else you can pull out. ; )
03/19/2008 (4:37 pm)
> Is this enough of an update to let me avoid the nag emails? =DIt's a start. We'll see what else you can pull out. ; )
#124
03/19/2008 (6:39 pm)
hehe I would say you get a stay there Matt. lol.
#125
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.
03/20/2008 (2:47 am)
Just food for thought: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.
#126
03/20/2008 (10:40 am)
would be so sweet to have all of those nice DX10 features in TGEA. I would be willing to pay 5 to 6 times more if it did with out even blinking.
#128
04/11/2008 (6:00 pm)
I love U guys
Torque Owner Ariel Decena
I hope this is a release not screenshots or another news update
else the NAGS will hit.. 8P