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Torque X Update

by Derek Bronson · 06/01/2010 (11:12 am) · 48 comments



Current Status of Torque X


As Eric mentioned previously in his "Full Speed Ahead" blog a new Torque X team has formed and we have been working hard to get a release out. We are focusing on bug fixes and performance optimizations in lieu of new features. Torque X 3D especially has had some rough releases and it made more sense to focus on making it more usable to create XNA games than introducing a shiny new marketing feature while leaving a ton of bugs. Here is a high level list of some of the things we have already done:

  • We've added many of the community fixes and improvements gathered by Pino
  • We've done additional bug fixes, performance improvements and reduction of garbage generation for both PC and Xbox 360
  • We're doing fixes and some small feature improvements to the Torque X 3D editor

  • We are shooting for a release at the end of June of both the 2D and 3D. Because the 2D is in much better shape we are going to do an earlier beta release. I'll send out another announcement when the beta is available so everyone can start poking at it.

    Torque X 3.1.5 vs 3.2.1


    One of the main changes that's occurring on the marketing front is a name change from the proposed 3.2.1 to 3.1.5. There are a couple of reasons for this. 1) I wanted a name that better aligned to the version of XNA it supported to make it easier to understand where the product was and to set expectations appropriately. 2) John released a blog earlier detailing what was going to be in 3.2.1 but unfortunately most of that won't be available. I'll do my best to detail the differences between the proposed 3.2.1 and 3.1.5:

    Xbox Live Avatars - We are currently evaluating its state but will most likely not put any further dev into it for this release. It will be available for anyone to use and extend but I will not be able to promise its quality.

    3D Billboards - We are currently evaluating the state of this feature and how much polish it needs.

    Projecting Terrain Decals - We are currently evaluating the state of this feature and how much polish it needs.

    Editor Update - This build will not feature the new Torque 3D editors as alluded to previously. Everything was still very rough and I made the call to focus on making the old editors functional than waiting an additional month or two getting the Torque 3D editors merged with Torque X 3D.

    Sounds like a lot of things got cut huh? Like I said earlier, I am focused on making sure what we have works before introducing a bunch of new features. Torque X has gone awhile without a release and I wanted to get something out there sooner rather than later. Therefore I made the call to spend time focusing on tuning performance and getting rid of bugs rather than making sure a new feature got in. That being said we won't be stripping out any of the code for those above mentioned features, I won't promise that it works but you can certainly dig into yourself and see if you can apply it to your project.

    Creators Club


    Some of you may have recently noticed that Torque X is listed as "Currently Unavailable" on the XNA Creator's Club site. We made the call to take it down because the quality wasn't there. Once 3.1.5 releases it will be available again through your Creator's Club membership.

    Torque X vs Torque 3D


    One other thing I wanted to touch on briefly. While there is some good dev going on in Torque X land it is not affecting the speed in which we release Torque 3D 1.1 Beta 2. Eric is fully aware of the multi engine problem that has plagued us for so long, I know we've talked convergence and what not before but for the first time we are putting actual practices in place to get us there.

    Future of Torque X


    I'll be writing another blog soon to discuss the future plans for Torque X but for now I wanted to leave you with a little teaser.

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    #1
    06/01/2010 (11:21 am)
    I like the guts that it takes to say - we're working on getting a very good solid foundation before we add new features. Good decision IMO

    I'm not sure if this is the venue for "Will it have this and will it have that??" questions or not.

    If not, please ignore this.

    My upcoming "2.5D" game utilizes the normally under-used T2DShape3D.

    Will the performance issues you mentioned help the framerate at all when using the T2DShape3D?
    #2
    06/01/2010 (12:17 pm)
    Thanks for the news Derek I cannot wait to hear more about what's to come with TorqueX as the whole XNA framework looks like its going to become a real game-changer in the next year with regards to game development and doors that it will open.
    #3
    06/01/2010 (12:54 pm)
    Hey Derek,

    thanks for the post and it's very good content. I'm sure that all of us appreciate very much the decisions made in relation to TX 3.1.5 because IMO that's the proper way to get the job done ;)

    Keep it up!
    Pino
    #4
    06/01/2010 (12:57 pm)
    Awesome, looking forward to messing around with the beta release of Torque X 2D 3.1.5
    #5
    06/01/2010 (1:48 pm)
    Good blog, short and to the point. Best of Luck!
    //I'll be waiting to get my hands on it !
    #6
    06/01/2010 (1:49 pm)
    Nice, Torque X was this close from being a very good tool when it was released and stagnated; I hope this new release is the beginning of something great.

    Some very good decisions were described in this post, I'm very satisfied. The biggest improvement (aside from bug fixes) to me would be better performance, please focus on this as much as you can for current and future releases, it is really "disabling" me for some games.

    After everything is stable and more user friendly in TX 2D, I would like to see it evolve to a “3.5 2D engine” (+Avatars) as well as a pure 2D one. This of course would mean that a smaller version of TX3D would be part of TX2D for "free".
    #7
    06/01/2010 (2:01 pm)
    Thanks to GG for making this tough, but correct (IMHO) descision and thanks to you, Pino, for the work you have done.
    #8
    06/01/2010 (4:08 pm)
    Dito with all above!
    #9
    06/01/2010 (4:30 pm)
    Sounds like a plan.
    #10
    06/01/2010 (4:54 pm)
    I really hope you mean Windows Mobile 7 and not 6.5 :)
    #11
    06/01/2010 (5:34 pm)
    Hey Guys,

    Thanks for all the positive responses. Also, I want to give a BIG thank you to Pino, Henry, Duncan, Josh and all the others that have kept the Torque X community active and full of positive energy, there are too many of you to name but it really drives me to make good products.

    @David - I'll see if I can throw together an example level and see how it fares against my current build. If it runs poorly I'll get it into JIRA to get fixed.

    @Diego - It's nearly impossible to have a completely bug free release of software. That being said, I am a firm believer that you shouldn't be creating new features if your software has the type of bugs that "disable" development. A color picker that forgets the previous color when opening is a lot different than an editor that crashes when loading levels :)

    @Guimo - I do :)
    #12
    06/01/2010 (6:24 pm)
    Torque 3D editor merger:

    Seriously, an extra month or two of waiting means nothing at this stage, the release is already 6 months late and TX3D is virtually unused and you're going to get a version of T2D out early anyway. Why not wait, focus on getting a quality merger and don't waste ANY time on the current editor. Seriously, thats wasted effort.
    #13
    06/01/2010 (7:29 pm)
    Awesome work guys!
    #14
    06/02/2010 (1:21 am)
    That's a great news! Making TX competitive is what we all want in the end.
    #15
    06/02/2010 (9:09 am)
    Nice update. I also have a question, I'm right that TX3D is the tool that in some far future will allow to port T3D projects to Xbox360 with minimal changes? And there is no other way to port T3D game to 360 except using TX3D?
    #16
    06/02/2010 (9:20 am)
    @Valentine If you want to sell your game on XBLIG you need to use TX3D, other wise you can talk to TorquePowered about the 360 engine www.torquepowered.com/products/torque-3d/xbox360 Then you can publish on XBLA however you need to have a publisher, or get Microsoft to be your publisher.

    #17
    06/02/2010 (9:59 am)
    @Trent - I agree and disagree. I wanted to get something out that was at least usable and the easiest path to that was to fix the current editors. 1 to 2 months was a base estimate and one I'm not super confident in as the T3D editors were never created with things like components in mind. That being said, we will not be continuing work on the existing editors past this release. So in some ways it is a bit of wasted effort but in the grand scheme of things I still believe it was the right decision.

    @Valentine - Henry answered most of this but I thought I would touch on it. Torque X 3D is not, and has no plans to be, a tool to allow Torque 3D projects to run on the 360. Torque X 3D is built upon the XNA framework and allows you to take advantage of their Creator's Club project.

    As Henry mentioned we do have a product for taking your Torque 3D game to Xbox 360 for either XBLA or disc distribution. In order for that to occur you would first have to become an approved developer and get an Xbox 360 Dev Kit. This is easier to do if you have a publisher but it is not a requirement.
    #18
    06/02/2010 (11:22 am)
    Aha, I see, thanks for explanations guys, I really appreciate it.
    #19
    06/02/2010 (3:24 pm)
    Great to here the focus will be on making things more stable!

    Also Derek I would suggest talking to Duncan about his async loader and custom content system. We've implemented it into my latest project to test for bugs and its working great. (and my project has pretty complex loading with 3-4 .txscene files loaded at one time).

    I know he was planing on releasing it to the community you might be able to get it into an official release as it allows for "real" async loading of content and grants more flexibility then you have with the normal content loading system. :)


    Thanks! Glad to see Torque X gaining traction.
    #20
    06/03/2010 (6:37 am)
    Pino gets a lot of props.

    Thanks GG for keeping TX development alive. We are largely still based in both TX2D and 3D and making great progress on a multiplatform release late this summer.

    It is comforting to know that TX has legs:)
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