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.
#82
02/16/2009 (5:20 am)
@IGotBigBunz: That's because it is zero performance loss. Literally. The only blip in performance comes from the overhead associated with having a browser window open while you're playing. Otherwise, it's exactly the same as a native desktop application.
#83
02/16/2009 (5:24 pm)
Hey guys, any idea on when will we have the pleasure to buy and develop on that platform already? Release dates?
#84
02/16/2009 (5:28 pm)
@Marcelo - We do not have a specific date yet, but Matt Fairfax and the rest of the team are aiming for a 2009 release.
#85
02/16/2009 (5:44 pm)
Hm. Thanks for the reply Michael. Hoping to get that engine soon.
#86
02/17/2009 (1:19 am)
No announcement today after all?
#87
02/17/2009 (2:21 am)
It is coming in a short bit =)
#88
02/17/2009 (4:21 am)
eh
#89
02/17/2009 (4:50 am)
Looking better and better! This is definitely going to be a great investment if all turns out well :D
#90
Thanks for your patience!
02/17/2009 (5:11 am)
Sorry for getting down the Monday wire here guys. It's not so easy to upload video from airports it turns out. I'm still going to try to get this up in the next 2 hours and 48 minutes so as not to break my promise :)Thanks for your patience!
#91
02/17/2009 (5:34 am)
I understood that was Monday with a tolerance of +/- one day, so you are still ok:)
#92
02/18/2009 (12:36 am)
-:>
#93
02/18/2009 (6:08 pm)
Nice blog, but bring it on already! :0)
#94
... moved to the torque 3D Pricing Blog
02/18/2009 (7:19 pm)
This is in response to the earlier blog on pricing:... moved to the torque 3D Pricing Blog
#95
Edit - If you could snip and repost here: Torque 3D Pricing Continued, it will fit better with the other responses for consideration.
02/18/2009 (7:26 pm)
@Lawrence - Feedback appreciated, but it would fit better in the actual blogs on pricing, since it has no bearing on this particular blog subject.Edit - If you could snip and repost here: Torque 3D Pricing Continued, it will fit better with the other responses for consideration.
#96
02/18/2009 (8:25 pm)
yeah, sorry. I just jumped to the end thinking they are all linked as one big blog entry, but I guess you are right. I'll move it
#97
2/19/09 IRC Hour
02/19/2009 (8:20 pm)
Just to let everyone know, IRC Hour is tonight and one of the topics being discussed is Torque Launcher. Check this blog for more details:2/19/09 IRC Hour
#98
Does the launcher support encrypting the resources into packages like Call of Duty: Modern Warfare which was difficult to crack?
Thanks!
03/30/2009 (11:21 pm)
Hello,Does the launcher support encrypting the resources into packages like Call of Duty: Modern Warfare which was difficult to crack?
Thanks!
Torque Owner IGotBigBunz