Torque 3D Development - River & Road Editors
by Brett Seyler · 04/24/2009 (7:56 am) · 124 comments
It's been more than two weeks since the last Torque 3D blog, and I know you guys are antsy to get some hands on time with the Torque 3D beta. We had planned that for this week and we're QA'ing a build over the weekend that may be good to go next week, but I didn't want to wait until then to get you guys some more Torque 3D goodness. I'm sorry I've kept you waiting this long... Okay then, on that note, let's introduce Lara!

Lara's Bio
"I co-founded Prairie Games in 2004 and shipped Minions of Mirth the following year. At Prairie Games, I designed, produced, handled PR/Marketing, ran the office and did whatever else needed doing. In June of this year, I began working at GarageGames. I'm anxiously awaiting the spring release of Gauntlet for the DS. I love buffalo and Buffy the Vampire Slayer!"
"I'm currently working on a series of video tutorials for Torque 3D. The first of this series focuses on the new River and Road Editors. Next I'll be working on tutorials for the Material Editor, and Live Asset Updates."
If you've been watching the GarageGames Vimeo channel, you've probably noticed the fantastic work Lara Engebretson has done to create high quality video tutorials to demonstrate Terrain Editing, using the Collada Loader, and Creating Objects in Torque. Lara's now turning her attention to Torque 3D, and even thought we don't have a beta out yet, we do have two great tutorials to share for using the new River and Road Editors available with the Professional license.
Let's have a look!
The next time I blog, I will be pointing all of you Torque 3D owners to a BETA DOWNLOAD!
More development blogs to come. This is post #17.
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.
#102
"Game Designing is also finding workarounds"
that is so true! and sometimes quite fun.
@Bo,
dont worry, we'll get it tomorrow. wont we Brett? Brett? Brett, stop hiding, I can see you there! its tomorrow isn't it? yes? or later today? even better!! yes!! today! look at the time, its early in the am, they gonna get to work and say: "Right then, lets give them beta, so they'll leave us in peace for a day or two" yay!!! beta today!! yay!!
04/28/2009 (11:40 am)
@Luis,"Game Designing is also finding workarounds"
that is so true! and sometimes quite fun.
@Bo,
dont worry, we'll get it tomorrow. wont we Brett? Brett? Brett, stop hiding, I can see you there! its tomorrow isn't it? yes? or later today? even better!! yes!! today! look at the time, its early in the am, they gonna get to work and say: "Right then, lets give them beta, so they'll leave us in peace for a day or two" yay!!! beta today!! yay!!
#103
are there gonna be new dts exporters shipped with beta?
and will the collada exporters be shipped as well?
04/28/2009 (11:52 am)
on a side note:are there gonna be new dts exporters shipped with beta?
and will the collada exporters be shipped as well?
#104
04/28/2009 (6:14 pm)
Quote:dont worry, we'll get it tomorrow. wont we Brett? Brett? Brett, stop hiding, I can see you there! its tomorrow isn't it? yes? or later today? even better!! yes!! today! look at the time, its early in the am, they gonna get to work and say: "Right then, lets give them beta, so they'll leave us in peace for a day or two" yay!!! beta today!! yay!!
#105
please?? (said in a Roger Rabbit voice)
04/28/2009 (6:39 pm)
just my futile attempt at "if you say it, it will happen"please?? (said in a Roger Rabbit voice)
#106
What the hell will he do this?
Let's keep shouting him out :()
Che-che check it out:)
04/29/2009 (1:24 pm)
I think Brett will bring us the BETA in an amazing way!What the hell will he do this?
Let's keep shouting him out :()
Che-che check it out:)
#107
They promissed us the beta in april, so of course we will get it in april, as the only thing that really counts in this business is your word, and if your word looses value, what do you have left.
So, im not worried :)
And i dont know if Beta is going to pop like mad, im more interested in what they have planned for final release launch :)
04/29/2009 (3:37 pm)
Dont worrie, no need to call him out :DThey promissed us the beta in april, so of course we will get it in april, as the only thing that really counts in this business is your word, and if your word looses value, what do you have left.
So, im not worried :)
And i dont know if Beta is going to pop like mad, im more interested in what they have planned for final release launch :)
#108
04/29/2009 (4:39 pm)
People should remember, it is a beta release. What does beta mean? Beta means it will have quite a few bugs that we will be responsible for finding.
#109
Nah, to begin with (beside messing with world editor), i need to find out good ways for me to implement my "custom" things ill be using like content system (pak'ish) file loading, map streaming for infinity map and much more, and a good way to do it so it can be easily implemented in future updates.
So even if it crash each 10 minutes i will still have plenty to do :)
04/29/2009 (4:47 pm)
I expect bugs, or im not happy :)Nah, to begin with (beside messing with world editor), i need to find out good ways for me to implement my "custom" things ill be using like content system (pak'ish) file loading, map streaming for infinity map and much more, and a good way to do it so it can be easily implemented in future updates.
So even if it crash each 10 minutes i will still have plenty to do :)
#110
Me just report them...
Me want Road tool...
Me want Collada...
Me want Water of PhysX
But mostly...
Me want advanced lighting and new app-candy
Other wise me want brainz....
04/29/2009 (4:49 pm)
Me ok with bugs...Me just report them...
Me want Road tool...
Me want Collada...
Me want Water of PhysX
But mostly...
Me want advanced lighting and new app-candy
Other wise me want brainz....
#111
We've spent the last few days doing a really thorough pass on a build we put together over the weekend. It had some terrain rendering issues on ATI cards that appear to have been sorted out. There's one remaining crash that we're getting resolved, and *hopefully* we will indeed get a build out and new blog up tomorrow, the last day of April = b
I should say that part of the reason why we've slipped is that we've discovered quite a few things we wanted to add to the core before release. So we're feature creeping, but just a bit. It's all for the good though. This is going to be one rocking toolset when it's finished.
I'll talk about this a bit more in the blog (hopefully tomorrow), but we're definitely not meeting the strict definition of a beta. As a publisher funding a game for example, Beta is typically defined to be feature complete and free of all known bugs. How many beta products have you tested that meet that definition? Not many out there that I know. So, strictly, what we'll be putting together as "Beta1" is probably something closer to an Alpha, but it doesn't matter so much as long as you know what you're getting into. Your feedback will be crucial in the coming weeks, so we want you to use it and we'll be listing, tweaking and tuning until we're happy calling this a release candidate.
We'd planned on final release in May, and that's still possible, but looking much more aggressive than we'd expected, so we might spend more time in beta than a month, but we'll be pushing out new builds often, probably on something like a 1.5-2 week cycle. The good news for people who haven't yet purchased is that we'll probably have a longer window to get the pre-order discount than expected too :)
04/30/2009 (1:12 am)
Well, we're down the wire eh? :) Funny how setting deadlines always ensures such a thing. Here's a quick update:We've spent the last few days doing a really thorough pass on a build we put together over the weekend. It had some terrain rendering issues on ATI cards that appear to have been sorted out. There's one remaining crash that we're getting resolved, and *hopefully* we will indeed get a build out and new blog up tomorrow, the last day of April = b
I should say that part of the reason why we've slipped is that we've discovered quite a few things we wanted to add to the core before release. So we're feature creeping, but just a bit. It's all for the good though. This is going to be one rocking toolset when it's finished.
I'll talk about this a bit more in the blog (hopefully tomorrow), but we're definitely not meeting the strict definition of a beta. As a publisher funding a game for example, Beta is typically defined to be feature complete and free of all known bugs. How many beta products have you tested that meet that definition? Not many out there that I know. So, strictly, what we'll be putting together as "Beta1" is probably something closer to an Alpha, but it doesn't matter so much as long as you know what you're getting into. Your feedback will be crucial in the coming weeks, so we want you to use it and we'll be listing, tweaking and tuning until we're happy calling this a release candidate.
We'd planned on final release in May, and that's still possible, but looking much more aggressive than we'd expected, so we might spend more time in beta than a month, but we'll be pushing out new builds often, probably on something like a 1.5-2 week cycle. The good news for people who haven't yet purchased is that we'll probably have a longer window to get the pre-order discount than expected too :)
#112
Wow, u r finally out:)
And bring the news which blow anxieties and uncertainties away.
I think it's just few hours before the first time in my life that i touch the pretty great BABY:)
04/30/2009 (4:08 am)
@BrettWow, u r finally out:)
And bring the news which blow anxieties and uncertainties away.
I think it's just few hours before the first time in my life that i touch the pretty great BABY:)
#113
what you guys have been doing to get beta out on a deadline doesnt go unnoticed, I know what its like to work against a deadline, hell, the last two months we've been pushing at work, I've already forgotten what a day off is, we've been working weekends and public holidays on a project here, and then the art director will come in and say "but thats not what I wanted!!!" after 20 hours of texturing, strip everything down, start again. and the next project will be the same, and so was the last one.(Im an artist in the theatre/cinema industry)
so
really
all the little comments and needling are realy just a way of saying "I know what its like, I've been there"
great work guys.
thanks for the push.
04/30/2009 (4:31 am)
@Brett,what you guys have been doing to get beta out on a deadline doesnt go unnoticed, I know what its like to work against a deadline, hell, the last two months we've been pushing at work, I've already forgotten what a day off is, we've been working weekends and public holidays on a project here, and then the art director will come in and say "but thats not what I wanted!!!" after 20 hours of texturing, strip everything down, start again. and the next project will be the same, and so was the last one.(Im an artist in the theatre/cinema industry)
so
really
all the little comments and needling are realy just a way of saying "I know what its like, I've been there"
great work guys.
thanks for the push.
#114
TBH i actually didnt think you would have made it :P so kudos to you on that part :)
04/30/2009 (6:23 am)
@BrettTBH i actually didnt think you would have made it :P so kudos to you on that part :)
#115
04/30/2009 (8:07 am)
Woot, this is about a month earlier than I expected :)
#116
and the posting time says 7:20AM 30TH,
so you guys aren't even at work yet!!!
and I just got home from work!!
time zones suck.
and yes, this post was just to check the time >8o)
04/30/2009 (2:24 pm)
mmm, well its 5:20PM 30TH here where I am...and the posting time says 7:20AM 30TH,
so you guys aren't even at work yet!!!
and I just got home from work!!
time zones suck.
and yes, this post was just to check the time >8o)
#117
04/30/2009 (3:22 pm)
C'mon Deepscratch, you know devs don't get out of bed until the afternoon ...
#118
04/30/2009 (3:54 pm)
but, but, but...
#119
HIP HIP HURRAY!!!!!!!!
04/30/2009 (3:57 pm)
Let's give praise to the DEV department! The blood, tears, and arthritis will not be in vain!HIP HIP HURRAY!!!!!!!!
Torque 3D Owner Bo Bjering