Torque 3D Development - Matt Langley and the Torque Launcher
by Brett Seyler · 02/06/2009 (9:18 pm) · 98 comments
After an unexpected delay this week, we have yet another peek at the future of Torque with Torque 3D. This week, we're going to finally get a small look at some of the real, functional improvements to working with Torque.
Leading this effort is our own Matt Langley. Matt's our primary tools guru at the Garage and he's been at GG for almost 4 years now. Matt played an instrumental role in designing the TGB editors you all love for making 2D games, and for the past year, he's been fully focused on tools for our 3D technology.

Though most of you probably know Matt, I asked him to tell us a little about himself and what he's working on for Torque 3D.

Matt's Bio
"I graduated with a degree in Networking and Game Design. I joined the GG community, learned TGE and TGB (then "Torque 2D"...soon to be again). I contributed 10 tutorials and thousands of posts to the Torque 2D community, and then became a GarageGames Associate. After interning at GarageGames and becoming an employee, I became one of the original developers behind Torque Game Builder, which added documentation and a tool to Torque 2D while still expanding the engine."
"After managing TGB documentation and then a TGB release, I'm now the lead tool developer for Torque 3D. This work includes updates to the usability of the present tool interface as well as adding new tools and editors to streamline game development in Torque."
As you all know, Torque is one of the few engines with the entire toolset integrated in the runtime. There are advantages and disadvantages to this approach. It's great for cross-platform development and it provides fantastic out-of-the-box functionality for developers who want to include some game-modding functionality in their game. It also keeps the runtime toolset necessarily lightweight.
There are times though, when you want to do more. With Torque 3D, we wanted to create some project management, packaging, and deployment tools separate from the Torque 3D runtime. "Torque Launcher" is an application built just for that purpose. More than just a build targeting and project selection interface, the Torque Launcher provides a nice hub for your game development projects. You can select which of Torque's runtime integrated editors you'd like to jump into (per project of course), you can access non-Torque tools like Maya or Photoshop, and you can view Torque 3D documentation and tutorials.


While not intended to be comprehensive, the Torque Launcher is a very nice interface to have. It's even better to have it all outside the Torque 3D runtime. It keeps everything inside Torque 3D light, lean, and focused on productivity for game design.
Of course, the shots you see here are very raw yet. The Torque Launcher may finish with a much different design or style than you see here. We'd call this a 1st draft :)
There's much more changing in the Torque 3D editor's as well, and Matt's leading the charge there too. Expect to see more inside Torque 3D soon.
More development blogs to come. This is post #9.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#62
Looks like it's compatible with Vista, so it should be compatible with Vista SE. Oops, I mean Windows 7.
02/09/2009 (3:39 pm)
@ebonixs: Looks like it's compatible with Vista, so it should be compatible with Vista SE. Oops, I mean Windows 7.
#63
Torque 3D will not ship in February. That's as definite as I can be there. For more on web publishing options, I recommend reading my previous post on it here:
http://www.garagegames.com/community/blogs/view/16113
Be advised that the InstantAction Technology options (Tiers 1/2/3) are not intended for indie use. They're technology packages with millions of dollars in R&D invested and licensed at fees that are likely to be inaccessible by most developers. This is why we built a 4th option that will be very affordable in Torque 3D.
02/09/2009 (7:18 pm)
@Jay:Quote:Can we get a date on T3D before which it will NOT be released? For instance, will it definitely NOT ship by GDC? Will it NOT ship before Q3?
Web publishing is my sole concern: it's a critical path node on a current production with a tight release schedule. I cannot get an answer from IA/GG about pricing for IA Tiers of support, and cannot get a release date for web publishing for Torque, and the thread on building a browser plug-in has been pulled down.
So, knowing when T3D won't ship by would help me make a key technology decision. Hearing nothing will also help, but certainly not in GG's favor.
Torque 3D will not ship in February. That's as definite as I can be there. For more on web publishing options, I recommend reading my previous post on it here:
http://www.garagegames.com/community/blogs/view/16113
Be advised that the InstantAction Technology options (Tiers 1/2/3) are not intended for indie use. They're technology packages with millions of dollars in R&D invested and licensed at fees that are likely to be inaccessible by most developers. This is why we built a 4th option that will be very affordable in Torque 3D.
#64
Marketing hat on.
What's on your PLATE?
Marketing hat off.
There's a reason I'm not in marketing!
02/09/2009 (8:02 pm)
Quote:How about Torque PLATE
(Project Launcher And Toolbox Environment)
Marketing hat on.
What's on your PLATE?
Marketing hat off.
There's a reason I'm not in marketing!
#65
Full support for shaders in the art pipeline, rapid publishing of materials and models into a running game, and a standard infrastructure with well-defined interfaces for custom shaders would be Nice, too.
Looking forward to the release!
02/09/2009 (9:06 pm)
This is a really great replacement for the OS desktop, but i can get by with my relatively primitive setup for now.. i don't actually spend that much time launching applications and they're all pinned to the top of my Vista start menu.Full support for shaders in the art pipeline, rapid publishing of materials and models into a running game, and a standard infrastructure with well-defined interfaces for custom shaders would be Nice, too.
Looking forward to the release!
#66
However, you have me scared, what was the delay this week?
What's the ETA on release?
If we start developing in TGEA will it be easily ported to TX3D?
02/10/2009 (5:44 pm)
It all looks so awesome, I can't wait.However, you have me scared, what was the delay this week?
What's the ETA on release?
If we start developing in TGEA will it be easily ported to TX3D?
#67
We are not publishing timelines for release.
I'm assuming that you mean Torque 3D and not TorqueX 3D.
02/10/2009 (5:46 pm)
It will be between now and 3009. :)We are not publishing timelines for release.
I'm assuming that you mean Torque 3D and not TorqueX 3D.
#68
Can you also confirm if we'll have any ability/support to port from TGEA to T3D? I'm looking to do my second XBox Creators Game and deciding if I'll start with TGEA with hopes to port to T3D when its available or if I'm going to go with my own engine from scratch.
Thanks
02/10/2009 (6:25 pm)
Yes Torque 3D, but please confirm/clarify Torque 3D is the XNA/C# equivalent to TGEA which is C++/DirectX/OpenGL, right? I'm still a little confused as to TorqueX 2 (which has 3D) and Torque 3D? Would you consider Torque 3D equivalent to TorqueX 3.0? Is Torque 3D replacing TorqueX?Can you also confirm if we'll have any ability/support to port from TGEA to T3D? I'm looking to do my second XBox Creators Game and deciding if I'll start with TGEA with hopes to port to T3D when its available or if I'm going to go with my own engine from scratch.
Thanks
#69
Torque 3D is the next generation of TGEA.
02/10/2009 (6:33 pm)
Torque 3D is not Torque X 3D (XNA).Torque 3D is the next generation of TGEA.
#70
Can someone confirm that TX3D is the next gen Torque X engine (not TX 2.0, but more like a TX 3.0)?
02/10/2009 (7:06 pm)
I see, my bad. There is a TX3D which is also under development and T3D, right? Can someone confirm that TX3D is the next gen Torque X engine (not TX 2.0, but more like a TX 3.0)?
#71
02/10/2009 (7:10 pm)
TX 2D and TX 3D are the XNA 3.0 versions of the TorqueX engine with 2D and 3D functionality, respectively.
#72
I've also always wanted to have all of my tools "launchable" from a single interface. Looking forward to using the launcher soon.
02/11/2009 (1:58 am)
This is great! It will sure re-inject some positive energy into out beloved Torque! :DI've also always wanted to have all of my tools "launchable" from a single interface. Looking forward to using the launcher soon.
#73
02/12/2009 (10:51 pm)
Any ETA on the next blog?
#74
02/13/2009 (9:16 pm)
Next blog on Monday...it's a good one :)
#75
02/15/2009 (6:07 am)
We are ready. I hope T3D measures up to Unity3D. This type of launchpad and browser integration is a start. I am looking forward to the next blog.
#76
Thanks, but we're fully satisfied that TGEA already outperforms Unity3D in nearly every way that matters to game developers. If you're judging Torque 3D against Unity, I recommending educating yourself about the differences that already exist (performance, networking, source code, resources). You'll find that, dollar for dollar, they come down hugely in favor of Torque. We've been through this many times before, and we are NOT turning this into any kind of Torque vs. Unity thread. That's already been done to death by people essentially looking for Gamemaker-like functionality out of a professional 3D engine. That can't, and never will exist. We're taking our tools and workflow cues from tools like 3ds Max, Crysis Sandbox, Unreal Editor, and others. We're also doing a lot that is brand new to game development tools.
Have a look at TGEA 1.8.1. It's been WAY beyond what Unity is capable of for some time now, especially at the "Indie" price. As for Torque 3D, well, you'll see more Monday ;)
02/15/2009 (6:43 am)
@IGotBigBunz:Quote:I hope T3D measures up to Unity3D.
Thanks, but we're fully satisfied that TGEA already outperforms Unity3D in nearly every way that matters to game developers. If you're judging Torque 3D against Unity, I recommending educating yourself about the differences that already exist (performance, networking, source code, resources). You'll find that, dollar for dollar, they come down hugely in favor of Torque. We've been through this many times before, and we are NOT turning this into any kind of Torque vs. Unity thread. That's already been done to death by people essentially looking for Gamemaker-like functionality out of a professional 3D engine. That can't, and never will exist. We're taking our tools and workflow cues from tools like 3ds Max, Crysis Sandbox, Unreal Editor, and others. We're also doing a lot that is brand new to game development tools.
Have a look at TGEA 1.8.1. It's been WAY beyond what Unity is capable of for some time now, especially at the "Indie" price. As for Torque 3D, well, you'll see more Monday ;)
#77
However...
Unity's art pipeline blows TGEA's art pipeline out of the water.
02/15/2009 (7:41 am)
I agree with Brett about TGEA being way beyond Unity in visuals, networking, and performance.However...
Unity's art pipeline blows TGEA's art pipeline out of the water.
#78
02/15/2009 (9:08 am)
Yes, particularly if you use Maya, it is currently easier to get art into Unity that Torque. The Monday blog announcement changes all that.
#79
Can't wait until monday's blog!!!
Keep it up GG.
02/15/2009 (4:45 pm)
It is great to hear torque is making a MAJOR leap forward! And seprating it's self from lesser brand engines. Now maybe it'll be set on the same level as unreal, cryengine, and Dunia engine. Now all they need is s big time title like a crysis or gears of war and there you go!Can't wait until monday's blog!!!
Keep it up GG.
#80
02/15/2009 (9:22 pm)
@Brett - :)
Torque Owner Ebonixs