Torque 3D Development - Beta: Part Deux
by Brett Seyler · 05/21/2009 (11:26 am) · 108 comments
Hey all! Hope you're enjoying this week's updates to the website. Now, it's time for Torque 3D Beta: Part Deux.
Download from your Account
We have an enormous list of new stuff (see below), fixes (49) and known issues you'll find posting in the Torque 3D forums.New Stuff in Beta 2!
- Material Editor Mesh Selector (allows you to select materials by object)
- Material Selector (an easier way to preview and select materials)
- Spotlights and Point lights for Advanced lighting
- lens flare / corona effects for PointLight, SpotLight, and Sun
- brightness animation effects (flickers) for PointLight and SpotLight
- PointLight and SpotLight can be mounted to a ShapeBase mountpoint
- Instant splash screen for better feedback that the engine is loading
And, from Lara, we have another great tutorial video, this time showing how assets edited in 3rd party applications update Torque 3D in real time. Have a look!
If you're ready to move to Torque 3D, you can still get your $200 OFF pre-order discount right now. This discount will be reduced to $100 OFF at the end of May. If you're already a Torque 3D owner, congrats! Don't forget to post your Beta 2 feedback in Torque 3D Private Forums. We need your help!
We know a lot of you are waiting on an OSX-enabled Beta. Don't worry, we haven't forgotten. We're expecting that to land in Beta 3.
More development blogs to come. This is post #21.
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, and the 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
Congratulations.
05/23/2009 (3:12 pm)
Wow, nice attitude! You just posted something that has nothing to do with the blog or the comments in it. You're telling Peter why he argues, yet he probably knows that better than you. Way to be a douche.Congratulations.
#83
I'm not arguing. I'm trying to get a feel for what stage this beta is actually at. If no-one is supposed to ask anything, then clearly this beta is simply not for me. I'll wait until the engine reaches 1.0 or 1.1 or whatever. Then decide if I can afford to lay out 1000 dollars.
At the end of the day I'm sure there are plenty of GG'ers that will purchase the beta so my contribution will not be missed in any way.
I've been in programming for a while now so I tend to ask a lot of questions before I commit resources to anything. This philosophy goes double for my indy endeavours as those have a very limited amount of resources and I need to commit those resources on an informed basis.
I'll just have to watch the feature videos and see what happens to T3D over the coming months. Just for you, I'll keep my questions to myself in future.
05/23/2009 (3:16 pm)
@CayloI'm not arguing. I'm trying to get a feel for what stage this beta is actually at. If no-one is supposed to ask anything, then clearly this beta is simply not for me. I'll wait until the engine reaches 1.0 or 1.1 or whatever. Then decide if I can afford to lay out 1000 dollars.
At the end of the day I'm sure there are plenty of GG'ers that will purchase the beta so my contribution will not be missed in any way.
I've been in programming for a while now so I tend to ask a lot of questions before I commit resources to anything. This philosophy goes double for my indy endeavours as those have a very limited amount of resources and I need to commit those resources on an informed basis.
I'll just have to watch the feature videos and see what happens to T3D over the coming months. Just for you, I'll keep my questions to myself in future.
#85
We (GG) have to what we think is best for the product and it's users. Torque 3D users have everything they need to use the product and give us valuable feedback. The last thing I want to do have to deal with right now is distractions or criticisms about the product from people who aren't using it. If you haven't purchased the pre-order, I'm happy to listen to any criticism of the information we've made publicly available about it, but not to stuff that's WIP or experimental (which is what you'll find in the Torque 3D forums and the Betas), unless it's a hands-on critique from people who are invested in it's success.
05/23/2009 (3:44 pm)
Indeed. Civility and respect (for each other), please. I don't think Peter is asking for anything that's out of line (e.g. making T3D forums public), but this is just getting needlessly personal. We (GG) have to what we think is best for the product and it's users. Torque 3D users have everything they need to use the product and give us valuable feedback. The last thing I want to do have to deal with right now is distractions or criticisms about the product from people who aren't using it. If you haven't purchased the pre-order, I'm happy to listen to any criticism of the information we've made publicly available about it, but not to stuff that's WIP or experimental (which is what you'll find in the Torque 3D forums and the Betas), unless it's a hands-on critique from people who are invested in it's success.
#86
I was just pointed out that every concern Peter have raised as a discussion point have been answered in depth multiple times, by multiple people after each of his posts. I was offering the option to step back, read what have been said, and continue the discussion in a better way. Not start or perpetuate the same arguments.
I can never comprehend how logical discussion and simple communication can lead to such sudden emotional investments.
05/23/2009 (3:50 pm)
Wow, Im sorry Stefan, I have been reading every post in this blog, and Peter have not said anything new for quite a time now. I was attempting to point out that the discussion was stuck in the mud. Not at all even thinking I was being a douche. I was just pointed out that every concern Peter have raised as a discussion point have been answered in depth multiple times, by multiple people after each of his posts. I was offering the option to step back, read what have been said, and continue the discussion in a better way. Not start or perpetuate the same arguments.
I can never comprehend how logical discussion and simple communication can lead to such sudden emotional investments.
#87
(to Brett) Any plans to have support on other code editing programs like Code Warrior or I have to go get Visual Studios?
05/23/2009 (5:31 pm)
Get this silly thread back on topic.(to Brett) Any plans to have support on other code editing programs like Code Warrior or I have to go get Visual Studios?
#88
GarageGames has no plans to add support for Code Warrior (at least until we merge the Wii version of Torque into Torque 3D). Internally we use Visual Studio on Windows and Xcode on the Mac exclusively. We don't have the resources to spend time on an extremely niche market of a tool that no one at GG uses on a regular basis (creates a rather nasty support problem).
With the Project Generator it would be possible for someone to build project and solution templates for Code Warrior which would greatly simplify keeping it up to date after the initial time investment. I would highly encourage anyone who is planning to tackle this to go in that direction.
05/23/2009 (6:01 pm)
Shaun,GarageGames has no plans to add support for Code Warrior (at least until we merge the Wii version of Torque into Torque 3D). Internally we use Visual Studio on Windows and Xcode on the Mac exclusively. We don't have the resources to spend time on an extremely niche market of a tool that no one at GG uses on a regular basis (creates a rather nasty support problem).
With the Project Generator it would be possible for someone to build project and solution templates for Code Warrior which would greatly simplify keeping it up to date after the initial time investment. I would highly encourage anyone who is planning to tackle this to go in that direction.
#89
Is that what you want to see? searching the blogs you will find other stuff too related to people starting T3D projects of their own WHILE in BETA 1.
So - yes the betas are very usable
05/25/2009 (3:40 am)
Here is a post dated May 5th where Kevin talk about how it was building his game world in T3D - Even has a video - and this was BETA 1 not BETA 2 - so had quite a few more bugs than nowIs that what you want to see? searching the blogs you will find other stuff too related to people starting T3D projects of their own WHILE in BETA 1.
So - yes the betas are very usable
#90
Do we still get the TGEA owner discount?
05/25/2009 (11:13 pm)
AKK! The preorder discount is dropping to $100 in a few short days! Do we still get the TGEA owner discount?
#92
everyhting works a lot better
so far I've had a pretty flawless experience excpept for post process effects
the minute I switch on a post effect like depth of field the display drivers error and my computer reboots
05/27/2009 (12:05 pm)
been using the Beta 2 for a while, great improvement over beta 1 everyhting works a lot better
so far I've had a pretty flawless experience excpept for post process effects
the minute I switch on a post effect like depth of field the display drivers error and my computer reboots
#93
I would like to install the plugin for IE and try a few samples.
Now, I probably am asking for stuff that is not ready to be released, but I am realy looking forward to seeing specificaly this feature deployed and running on several different computers, with different hardware configurations.
I work with e-Learning, so I am specially interested in the webplayer side of the system.
Cheers,
Ruihttp://www.garagegames.com/community/blog/view/17293/5#
05/27/2009 (2:27 pm)
Sorry if this has already been answered somewhere else, but I would like to know whether there is an url where we can check some contente created for the webplayer.I would like to install the plugin for IE and try a few samples.
Now, I probably am asking for stuff that is not ready to be released, but I am realy looking forward to seeing specificaly this feature deployed and running on several different computers, with different hardware configurations.
I work with e-Learning, so I am specially interested in the webplayer side of the system.
Cheers,
Ruihttp://www.garagegames.com/community/blog/view/17293/5#
#94
05/27/2009 (10:48 pm)
I would love to start working in XNA and use TourqeX. What can Tourqe3D do for me if I start on that path? Can T3D take the place of TourqeX?
#95
I happen to think the XNA route is pretty nifty, but so far the XNA Community Games Channel is not quite proven as a great way to monetize your game (compared with self publishing, Steam, XBLA, or the iTunes App Store). There are a few people here who've gone through the process (John Kanalakis is one), and generously shared their sales data to give you an idea what's possible.
If you're choosing between the XNA route and the more standard C++ engine, the latter offers more flexibility. You can deploy your game to the web, to Macs, and of course, to any of the consoles without serious barriers. It also teaches you a deeper programming skill set if you choose to pursue it.
05/28/2009 (12:14 am)
@Justin: Torque X and Torque 3D are similar in some ways, but built on totally different technology cores. Torque X is built on top of the XNA framework to provide a more complete game engine and tool set for XNA games. Torque 3D, like most popular game engines, is a C++ engine core, so it's not compatible with XNA at all. You can use a version of Torque 3D to make games for the Xbox (Torque 360), but it uses the Microsoft XDK (Xbox Development Kit), not XNA. The XDK route requires proprietary hardware and official approval from Microsoft. The XNA route is much more open. For $99 you get a Creator's Club subscription that lets you submit game to the XNA Community Games Channel on Xbox LIVE. You can do all your testing and development without special hardware. All you need is your PC and a retail Xbox 360. I happen to think the XNA route is pretty nifty, but so far the XNA Community Games Channel is not quite proven as a great way to monetize your game (compared with self publishing, Steam, XBLA, or the iTunes App Store). There are a few people here who've gone through the process (John Kanalakis is one), and generously shared their sales data to give you an idea what's possible.
If you're choosing between the XNA route and the more standard C++ engine, the latter offers more flexibility. You can deploy your game to the web, to Macs, and of course, to any of the consoles without serious barriers. It also teaches you a deeper programming skill set if you choose to pursue it.
#96
"You can use a version of Torque 3D to make games for the Xbox (Torque 360)" - Does that mean Torque 360 is built on top of T3D, but not a part of T3D? I was never able to fully understand the product provided here, and that may be due to my slight lack of understanding of the engine world...
Does T3D have the groundwork laid for gamepad support? I love what Fallout 3 does on the PC with the ability to wire up a 360 pad and the game shifts over to controller support... Maybe there is a GFW SDK I don’t know about?
You can see I’m green to this... I’ve got concepts down, and I’ve been fiddling with XNA doing simple controller stuff just to get the feel for the code itself...
XNA is not just 360 though, and I COULD self publish on the other avanues (methinks)
05/28/2009 (1:01 am)
I wouldn’t mind getting my hands on either... I'm just trying to make the best buying decision for myself..."You can use a version of Torque 3D to make games for the Xbox (Torque 360)" - Does that mean Torque 360 is built on top of T3D, but not a part of T3D? I was never able to fully understand the product provided here, and that may be due to my slight lack of understanding of the engine world...
Does T3D have the groundwork laid for gamepad support? I love what Fallout 3 does on the PC with the ability to wire up a 360 pad and the game shifts over to controller support... Maybe there is a GFW SDK I don’t know about?
You can see I’m green to this... I’ve got concepts down, and I’ve been fiddling with XNA doing simple controller stuff just to get the feel for the code itself...
XNA is not just 360 though, and I COULD self publish on the other avanues (methinks)
#97
05/28/2009 (8:42 am)
Great job guys! Are there any plans to add OpenGL support for windows to T3D?
#98
No.
If you use GFX and the Material system (ShaderGen) then your graphics code will be automatically cross platform. It is only when you start implementing custom HLSL/GLSL shader code that you need to concern yourself with "portability" and the need for that is becoming less and less for the majority of users as the capabilities of our Material system expands.
05/28/2009 (11:00 am)
Quote:
Are there any plans to add OpenGL support for windows to T3D?
No.
If you use GFX and the Material system (ShaderGen) then your graphics code will be automatically cross platform. It is only when you start implementing custom HLSL/GLSL shader code that you need to concern yourself with "portability" and the need for that is becoming less and less for the majority of users as the capabilities of our Material system expands.
#99
Torque3D supports gamepads using XInput. The input, scripts, and button-bindings will work exactly the same way on the Xbox360 as it will on your PC.
05/28/2009 (10:33 pm)
@Justin Pitta:Torque3D supports gamepads using XInput. The input, scripts, and button-bindings will work exactly the same way on the Xbox360 as it will on your PC.
#100
05/29/2009 (6:47 am)
Woot, just made it in time. I just joined the Torque 3D Professional Group. Can't wait to proudly wear my T-Shirt as soon as I get it :)
Torque 3D Owner Caylo Gypsyblood