Torque 3D Development - Beta 5!
by Matthew Langley · 08/10/2009 (4:05 pm) · 55 comments

Download Torque 3D Beta 5 from your Account
The betas keep coming. You can find full release details in the Torque 3D Forums, but check out what's new in this release.
New Stuff in Beta 5!
10k+ poly Collada Meshes - Collada meshes with more than 10K polys will now handle splitting up the mesh automatically so that they can load properly. Here's a great example with 16,992 triangles provided by Rasmus Deguchi. On the left we see it in 3ds Max and on the right we see it in Torque 3D!
![]() | ![]() |
| In 3ds Max | In Torque 3D |
Particle Editor - This revamped editor allows you to edit and create your particle effects. Nothing compares to a real-time particle editing experience. Adjust and tweak your particles in this new editor and save it out to a new file or wherever your particle datablocks currently exist, without stomping your scripts. Combined with the datablock editor, you can fully configure your games' particle usage with this editor.

Projected Shadow - Basic Lighting now has a projected shadow. This allows a shadow map to be generated and rendered, utilizing the decal system.

GUI Editor Love - A usability pass has been done on the GUI Editor. It was getting a bit jealous watching the other editors develop. Some of the improvements include the addition of group and ungroup commands, hide and unhide commands, "Save Selected to File" and "Add GUI From File" options, property documentation (like in the World Editor), overlays now render transparent, and much more.

Beta 5 also includes...
- Manage your project comments from the Toolbox (designed to be source control friendly)
- Documentation tab in the Toolbox
- Live Asset Updating is now supported on the Mac

- World Editor camera bookmarks
- River and Mesh Road Editors now work against any static object type
- Glow Post Effect in Basic Ligthing

If you want to see what community members are already doing with Torque 3D, be sure to check out our Torque 3D Showoff thread.


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 - Documentation
- Post #27 - Beta 4!
- Post #28 - Shape Editor
- Post #29 - Beta 5!
- Post #30 - Coming Soon!
About the author
I Manage Tool Development for Torque at InstantAction
#42
08/11/2009 (2:17 pm)
Nice, I wish I were home right now!
#43
08/11/2009 (3:32 pm)
when are we going to tackle the edge antialiasing problem? The beta 5 looks great.
#44
Shiny Objects!
LOTS Of Polys!
Wait, my computers at the print shop right now.
08/12/2009 (10:43 am)
Yay Particles! Shiny Objects!
LOTS Of Polys!
Wait, my computers at the print shop right now.
#46
the nice men in white coats are coming Matt, to give you your new jacket with the long sleeves and buttons on the back....
08/12/2009 (12:05 pm)
Matt is a twisted young individual,the nice men in white coats are coming Matt, to give you your new jacket with the long sleeves and buttons on the back....
#47
08/12/2009 (4:51 pm)
GUI editor got loved!! Woot Woot Thanks guys. Now I can move to that stage of the project!
#49
On a side note is it too late to bring up moving platforms again? Please? :)
Really amazing job with the new engine!
08/14/2009 (7:00 pm)
Looks really good guys! Much of these changes will make it soo much easier to offload more of the work to the designers! Thanks for the hard work!On a side note is it too late to bring up moving platforms again? Please? :)
Really amazing job with the new engine!
#50
They are near and dear to my heart so I *hope* that we can address them in the near future but I make no promises =)
08/14/2009 (7:03 pm)
Moving platforms aren't going to happen for the 1.0 release (we are pretty much in lockdown and pure bugfixing at this point).They are near and dear to my heart so I *hope* that we can address them in the near future but I make no promises =)
#51
08/14/2009 (7:18 pm)
@Matt, sounds good! good luck with the rest of the march to 1.0 :)
#52
It will be good to have specular working for both advanced and basic lighting. Also it would be good to have specular on transparent objects too for both advanced and basic lighting.
I think it would be great if glow was available in basic and advanced lighting.
Anyway nice job!
08/16/2009 (4:16 am)
Matt, please , do some work on the material system.It will be good to have specular working for both advanced and basic lighting. Also it would be good to have specular on transparent objects too for both advanced and basic lighting.
I think it would be great if glow was available in basic and advanced lighting.
Anyway nice job!
#53
08/21/2009 (5:52 pm)
OOOHHH YEEAAAH!!!!! AWESOME!!! WHOO HOOO!!!!! :D
#54
08/22/2009 (12:05 am)
So is this saying you can have more than 20K poly on a Collada object? OR is that still the single limit?
#55
- Smells like cinnamon toast and jam...mmm, Beta 6.
09/02/2009 (6:28 am)
I think I smell the next release coming...- Smells like cinnamon toast and jam...mmm, Beta 6.


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