Game Development Community

Torque X Builder 3D Update

by John Kanalakis · 05/26/2008 (11:29 pm) · 32 comments

Torque X Builder 3D is making great strides as its coming near the end of development. The awesome Ken Holst has already ramped up the QA team to begin seeking out those pesky bugs. We're all moving as fast as possible to bring this out to the public quickly. That means trimming back some of those features that would be nice to have.

In order to make the game truly WYSIWYG, the 3D Builder essentially runs an instance of the stock Torque X 2.0 game engine. That means getting creative about how some things are implemented, such as a new Designer camera, Axis Gizmo (as described in the last post), and scene Serializer (to compliment the existing scene De-Serializer).

Here are a few of the features that did make it into the first release. In this picture, the well known desertLevel.txscene from the FPSDemo project is loaded. The Object Type editor shows the object types that are defined within the project that can be assigned to various objects. The 3D Builder is also set to the default panel layout with the color scheme is set to silver.

www.envygames.com/share/txblog1.jpg
In this picture, I've changed the panel layout to my personal favorite - the Asset Browser on the left, scene graph on the top-right, and the Properties window on the bottom right. I've also changed the color scheme to blue. You can also see the representation of a "Spawner" object (the green box). Invisible entity objects, such as Spawner, Lights, Sound Emitters, Cameras, and Triggers appear as box markers.

www.envygames.com/share/txblog2.jpg
Sometimes I find it faster to tweak values straight in XML (though I dread creating levels by hand in XML). Here's a monstrous view with the XML editor side-by-side with the 3D viewport. The viewport also reveals the latest form of the Axis Gizmo which looks a lot like the TGE(A) Mission Editor gizmo. Although they look and work similarly, they are completely different in code. You can also see the automatic sizing of the 3D Viewport to maintain a 4:3 aspect ratio. Adding a 16:9 HDTV aspect ratio will probably be saved for the next release.

www.envygames.com/share/txblog3.jpg
Assigning and editing components is pretty easy, but I can try to make it look complicated. In this picture, the selected component Properties are listed. You can change the selected component from the drop-down-list. As you set the component properties, they are applied in realtime to keep-up the WYSIWYG goal. To add or remove components, click the green Add button to the right of the drop-down-list. This opens a new dialog box that lets you add or remove components.

www.envygames.com/share/txblog4.jpg
Even integration with Visual Studio (2005) is completed. Torque X Builder 3D works just like its 2D counterpart. You can import assets, such as 3D shapes and textures into the 3D Builder. The 3D Builder will automatically update your XNA Game Studio (C#) project. But it's up to you to rebuild that project. After the project has been rebuilt (and the art assets have been compiled into .xnb files), you can add them into your 3D scene and position them. Also, like the 2D Builder, the 3D Builder also scans the generated myschema.txschema file to find out what components you created, so you can attach them to your project.

www.envygames.com/share/txblog5.jpg
That's about it for now. We have been working pretty hard on this project to bring out to the public as soon as possible. Though I don't have any official release date to share, we're now talking in terms of weeks instead of months. And with our level of excitement, I'm sure there's going to be a lot of fireworks with the product launch.

John K.

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.

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#21
07/15/2008 (3:40 pm)
Great work, ditto ditto...

I have a few questions..

If i use TorqueX and Torque Builder, then I find some example code at XNAs creator resource site, will those type of resources drop in as easily as someone that doesn't use TorqqueX?

TorqueX codebase + TorqueX Builder for Windows PC development: What netcode is being utilized, is it the torque network library ported to C# ?

Will one license cover making games for 360 & Windows?

Can DB implementation be done the same way as usual in any standard C# aapplication?

How close is a beta (or release) date? (as mentioned in the opening info, it was close to 'weeks' instead of months some time ago)
#22
07/28/2008 (2:53 am)
Please dont forget of shortcut keys !!!!
Is very produtive when we have good shortcuts
#23
07/28/2008 (2:54 am)
I know this might be a stupid question, but since TXB 3D is tapping into the 3D realm of development. Will it have the ability to accept files from the L3DT?
#24
07/29/2008 (2:19 am)
Hey few questions here as well, sorry...., but wondering a few things. Im looking for an 3d engine/editor for our indie game, but programmer only knows C# and we dont want to force him to do it from scratch, so...

1.) Any ideas when it will all be finished?

2.) will it cost more once 3d is fully incorporated?

3.) will this all work with the creators club?

thanks in advance.
#25
08/02/2008 (3:10 am)
I was wondering how hard is the A.I for torque X3D? I know that TX3D is a C# coding and TGEA is C++ but i was wondering is the coding going to be similar to TGEA or is the full TX3D version will it have a built in A.I?

thanks for your time
#26
08/16/2008 (8:57 am)
What software and Torque products are needed to run Torque X Builder 3D? The website says XNA Studio Express and C# Express, but you can't even download C# Express anymore from Microsoft.com. Will Torque X Builder 3D not work with XNA 2 and/or the full version of Visual Studio 2005?
#27
08/24/2008 (8:26 pm)
Will the tools and starter kits work with Tx too? (maybe a FAQ will clear up alot of posts? ) Other than that, looks really cool, and I really want this...NOW!!!!
#28
11/21/2008 (9:27 pm)
so here it is almost dec 08.. is this still on track?
#29
11/27/2008 (5:59 am)
Torque X Builder 3D doesn't seem to be working properly. It crashes when I maximize the program window, and when I a try to add objects to the sample projects, (which should work perfectly "out of the box") nothing happens. There seems to be a great deal of interest in this project, but it almost seems as if Garage Games has abandoned it.
#30
11/27/2008 (5:35 pm)
does it come with source? and is it available right now? if so, link?
#31
12/01/2008 (1:13 am)
@JamesOrlando

"There seems to be a great deal of interest in this project, but it almost seems as if Garage Games has abandoned it."


God I hope not!

GG is going to have some deadly competition soon in the Indie game engine area. Unity 3D is coming to Windows....
#32
12/09/2008 (8:45 am)
"Softimage is now building on their relationship with XNA by offering a special version of the free Mod Tool for commercial use by Creators Club Members. GarageGames is releasing a brand new 3D editor for their Torque X3D game engine. Both the engine and the new 3D editor will be completely free to all Creators Club members. That means that Creators Club Members can use the XSI Mod Tool and Torque X 3D to create even more amazing titles for Xbox Live Community Games"

Can anybody confirm this? ANYBODY? I'm a Creators Club member and have yet to hear of such a thing...
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