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Greetings from your next Torque 3D Steering Committee

by Daniel Buckmaster · 05/04/2014 (3:01 pm) · 45 comments

It's been a good month or two since Dave Wyand announced the next T3D steering committee, but here we are finally to say hello officially. We've been getting stuck into managing the repository, discussing the future of the engine internally, and writing code, which many of you have noticed. But without some official communication from us it's been a bit of a strange transition; we apologise! Here we finally are to explain ourselves a bit!

1. Who are we?

Many of us have been around this community for some time and you know us well - but it wouldn't feel right to assume we're well-known enough that an introduction is redundant! Without further ado, I present to you the current committee membership in alphabetical order of surname:

Daniel Buckmaster
Daniel has been working with Torque for something like seven years, and while he still hasn't completed an actual game, he's made Walkabout and lots of other cool things besides. He's passionate about making Torque easy to use, especially for scripters, and about improving the quality of existing code.

Thomas Fischer
Thomas is using Torque3D to realize an awesome softbody physics simulator at BeamNG. He's also been spearheading the effort to make Torque 64-bit compatible, and buildable using CMake.

Andrew Mac
Andrew was attracted to Torque by its open source license and history of usage in gaming. He hopes to give back to the community as much as possible and help to keep Torque relevant in today's gaming industry.

Fyodor Osokin
Since the release of TGE 1.4, Fyodor has been digging into the Torque codebase and developing an MMO with it. After all those years his main job is still the same - programming in Torque. Fyodor wants to bring the stability and performance of the engine to the top level.

Jeff Raab
Jeff started using Torque because of its full-source license, and has spent the last ten years learning everything from TorqueScript to modelling, animation and texturing. His goal is to make Torque as powerful as possible for small teams wanting to make big content.

Luis Anton Rebollo
Luis has spent ten years using the Torque engines sporadically, during that time learning everything he knows about programming. He has decided to focus on porting T3D to all possible platforms, and improving rendering and engine performance.

2. What have we been up to?


Pull requests

One of our big goals when we took over as committee was to process the huge backlog of issues and pull requests that had accumulated in the repository. Even ones we couldn't accept, we wanted to at least close or engage with the authors in some fashion. Over 40 issues and PRs have been closed since we took the reins, and we're not planning on slowing down. We've also started categorising issues into milestones; see below for a bit more about that.

Current work

Some very cool work has been going on - Luis, with BeamNG, has been spearheading the work to port the engine to Linux, and has been making fantastic progress. You can read about it here or view the list of current pull requests here.

Thanks to Andrey Syrokomskiy, we have a massive amount of work done towards making Torque 3D 64-bit compatible. Thomas and Andrew have been dismantling his work to break it up and get it integrated and working. Andrew has also been working on updating PhysX to the latest version. Other general improvements include setting up a continuous integration server, which we hope to start using to run automated testing of pull requests once the unit tests are working and separated out.

i.imgur.com/qeSR9eC.png
Luis's Linux port is coming along nicely

The Github wiki

One of the problems new users face when coming to Torque is that they can't find information very effectively. We reckon the Github wiki attached to the main repo is a perfect place to start pulling things together, but till now it hasn't acted as much of a wiki, only being modifiable by GG staff. We've set up another repository for the wiki, so now you can fork the wiki and make pull requests if you want to fix documentation or submit new content! We'll be putting some effort in the next little while into making it a clear and useful place to find help and resources for Torque. The Torque 3D wiki repo.

A new website!

As part of our effort to invigorate the Torque 3D brand, we've developed a new landing page for the engine, which we feel will put us in a good position to spread the word about Torque's bright future. Rather than pointing people to the product page here at GarageGames, we now have an independent location whose content is in the hands of the community (via the Committee, of course).

Just to be clear, this is not a full-fledged community website - it doesn't have forums or blogs or anything like that, all the real community will remain here. Think of it like a front-page for the engine where people can go to get the latest information on the engine, how to get started, etc. It's also the home of the Steering Committee charter, and has information about our contribution policies. And one of my favourite sections lists some of the premier projects currently using Torque 3D. It's obviously not an exhaustive list, so feel free to contact any one of us if you think your project should be up there! Future plans include reformatting that part of the site so we can feature many more user projects on a rotating basis, and provide more than a one-paragraph blurb and a single image for each. Watch this space.

Without further ado: here it is!

i.imgur.com/kJjIzfx.png

3. The future


Version 3.6

The next release of T3D will focus on doing some cleanup and paving the way for future changes. For example, we're working hard on x64 support, as well as getting the engine's unit testing framework ready to be put to serious use. We've also managed to add basic support for building the engine using CMake rather than the Project Generator, which is a great step forwards especially as we consider future cross-platform compatibility.

We'd like to announce that version 3.6 will go into a feature freeze two weeks from today on Monday the 19th of May. That means that no new issues will be assigned to this milestone, and we will focus on completing the existing issues so we can release. You can see the current list of isues schedules to be resolved in 3.6 here.

If you have submitted an issue on GitHub and it hasn't been assigned a milestone yet, please comment on it to bring it to our attention, and we'll see whether it's feasible for us to include. Or, if you're looking for a way to contribute to Torque's future, the list of issues for 3.6 would be a great place to start looking for things to work on! we, the Committee, can't do it all alone! We love to see pull-requests that fix our outstanding issues, whether you or someone else reported it.

Version 3.7

Version 3.7 is shaping up to include lots of improvements to TorqueScript. We're going to finally put serious effort into accepting James Uruqhart's console refactor work, which means completing the work Jeff started by defining some tests for the TorqueScript language itself. Beyond that, the choice of what will be in 3.7 is up to you guys! What would you most like to see? If there's an issue outstanding on GitHub you want to see made a priority, comment on it! We're also paying attention to the topmost items on the UserVoice forum.

And beyond

I recommend you check out our roadmap for some taste of what we'll be working on in the future. We're all keen to see Torque working on more new platforms, and to dust some cobwebs off its code. You've hopefully all heard about Jeff's component system work by now; it's something the whole committee is keen to see become mainstream when it's released.

Version 4.0 will be our first version with breaking 'API' changes, as per our new version number policy. We've got all sorts of things we'd like to do - from things as trivial as moving to 4-spaces-per-tab, to massive overhauls like introducing modular script templates closer to T2D's style, or making more use of the STL in the engine source.

4. Final words

We're all really excited about embarking on this new era in Torque's history. As always, we'll be around to answer any questions you have, discuss and debate - post here or in the forums! I'd also like to point everyone at a this thread which contains a bit of musing about the Comittee's current policies and thinking.

Thanks for reading!

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!

#21
05/05/2014 (4:34 pm)
Thanks for the feedback everyone! RE the banner, I actually like that red, but if anyone can point me at a hex value they think is more appropriate I'll give it a go. I chose this because it looks visually similar to the red used in the traditional Torque logo, even though it's actually not the same colour, which I thought looked a bit meh when used in this banner fashion.

raa: yep, I'm very much a fan of 'clean and easy', and it's a problem people identify with Torque frequently. Obviously it doesn't mean much if we don't have people hard at work to make Torque featureful as well as clean!

Quote:I find it odd that it's not been made in cooperation with Torque3D.net..
Thanks for pointing that out Lukas. Torque3D.net has a different focus, as in it's aimed at becoming a community site with forums and so on. While that's a great long-term plan it's not exactly what we were going for right now. We'll definitely be reaching out to people like James in the future to see how we can unify the community and so on. We also have a Torque3D.org and Torque3D.info floating around, the owners of which have been happy to work with us. My ideal situation would be to point Torque3D.org at this new site, so it's nice and visible.

(And thanks for the reminder about Tower Wars! I've messaged them.)

Quote:1. Who owns T3D? Is it still GarageGames.com? Who owns that?
As Much said, the engines are now 'owned' by anybody, but there are still some legal hoops to jump through to protect GarageGames and so on. The COmmittee has been discussing this internally, and something I will be raising is the status of the GG copyright at the top of every source file.

Quote:3. Having yet another website to go to is cumbersome.
The idea is that existing T3D users don't necessarily go to this site regularly. It's there for us to point new users to. Since we don't have control of the content on this website, and, as you point out, it's a bit out-of-date, we figured the easiest solution was to make our own page that we can keep updated and make our own improvements. For example, you can actually read that site on your phone. Not so much GG.com.

Quote:4. Figuring out where to download the engine is difficult.
5. Downloading the engine from Github is a nightmare for a noob.
6. Having no installer once you do download it makes no sense.
7. Trying to figure out how to run it for a noob must be bewildering.
We'll work on it, thanks for the feedback! Though the homepage does have a 'download it now' link, I agree the overall process is a bit mysterious. We've linked to direct downloads rather than the github download stuff. I actually think that there should not be a T3D installer, but that's just me. We should probably discuss it further.

Quote:9. Why isn't the current site just revised and reconfigured?
Well, that'd be great. But as I said, we don't have any control over that unfortunately.

Quote:10. Why isn't there a big Install Now FREE button on the main page?
DO you mean the main page here or on the new site?

Quote:11. Why isn't there a live, multi-player demo to go to at all times?
That sounds like a decent idea! Want to make it happen? But in any case, that would require people downloading the engine. Though packaging up a small demo game separately is a great idea. Someone should definitely do that.

Quote:12. Why don't you just buy TorqueGameEngine.com if you're going to create a new website, it's available for $12.99 on GoDaddy. For $17 more you can get .org .us and .net I think.
We decided to go with Github Pages first because they will last as long as the engine repo is hosted. It becomes nobody's responsibility to pay for the domain name, etc. As I mentioned above we do have plans to point some of the existing t3d domain names to this site; we just haven't gotten around to it yet.

Quote:13. If there's going to be a new website then why not decommission this one and/or use it for the GG Dev Business to avoid confusion. Hire an intern to move the important resources from the forums over.
It's not really in GG's financial interest to do that. Also, the new website will not have forums; it's just a landing page. We discussed this as we were planning the new site. It's a ton of effort to move not just all the useful knowledge from here over to a new site, but also moving the userbase, changing people's habits and their bookmarks, etc. We also are more interested in putting our effort into working on the engine, not building a new dynamic website.

Quote:15. Who will be funding future growth if anyone? What might that look like?
Future growth will, ideally, come from community members hacking on the engine like they've always done, and contributing their work.
#22
05/05/2014 (4:46 pm)
Quote:Does the committee have a leader?
Currently no, that's not the way we're running it. That's always open to change if we see it's necessary. We didn't deem it so when the current committee was installed.
#23
05/05/2014 (8:36 pm)
Nice work! I'm excited to see what happens in the future with Torque! Keep up the work! :D
#24
05/05/2014 (10:18 pm)
Thank you all for your hard work. I hope to learn and grow and contribute. What a great group behind the wheel!
#25
05/06/2014 (12:34 am)
@dB Personally I liked the warm banner color, it had a nice feel to it.
#26
05/06/2014 (4:04 am)
Why not use the original logo, since this is the point in using logos?
You can find guidelines for it here: www.garagegames.com/company/logo-guidelines
#27
05/06/2014 (8:14 am)
I love the new site, great work Daniel.

We just started and it is better to give short steps, we will have time to improve everything we needed.

I also want a community site with lots of options, but we have too much work to do and decided to start with something simple and secure.
#28
05/06/2014 (4:31 pm)
Duion: the rationale was basically that I like coloured banners, so having a plain white logo seemed the logical fit. It also felt symbolic of our efforts to modernise and update Torque and its image - I didn't want to just continue with identical branding.

What I will do at some point is create a version with a red logo, white background, and toggle it on with a query string parameter so people can preview it and see if they like it better.
#29
05/06/2014 (5:01 pm)
How about a less eye hurting version? I just added a gradient, one click, big effect.
s1.directupload.net/images/140507/2nfsqk5n.jpg
#30
05/06/2014 (5:49 pm)
I actually quite like that. Shall I make the change?

EDIT: It's done. And the Tower Wars people were kind enough to give me the go-ahead, so there are now TW banners. And I added banner images from Chinatown, Deathball Desert, and Mars that GG had published previously.
#31
05/06/2014 (10:21 pm)
I'm really not a fan of that gradient, imo it looks (no offense) a bit amateurish, as that is the kind of gradients amateur webdesigners usually put on their website, which always ends up looking a little out of place, as it seems forced in. I'm a much bigger fan of the flat banner, and if there should be a gradient it should, imo, be much more subtle.

Like #FF0000 -> #BB0000.

Anyways I guess it's just my opinion, I just liked the simple and clear design of the flat banner.
#32
05/06/2014 (10:31 pm)
Made it softer. Everyone check it out and report back. I also added two more Airship Dragoon banners; see if you can spot them.
#33
05/07/2014 (7:50 am)
@DB

it is a really nice website :O)

I especially like the proven part :O)
#34
05/07/2014 (10:13 am)
@ Duion - The logo guidelines on that page are almost certainly out of date and probably no longer applicable. It even has Garage Games logos on it.

Which brings up the next important question. Does someone own the name Torque and or Torque 3D? I know that anyone is free to use the engine, modify it, repackage it and even sell it but can they do it under the name Torque or Torque 3D?
#35
05/07/2014 (10:36 am)
@Scot
The logo guidelines are not out of date, those are the guidelines that should be followed when using the Torque logos.

I'm glad you brought up the question of the name as I need to clarify what Mich said about who owns the engine. While the code is free for anyone to use and modify, GarageGames still own the rights to the Torque name.
#36
05/07/2014 (1:52 pm)
Cool, good to know. So, for the most part, GG is still in the driver's seat and will continue to be the driving force?

I saw the domain names TorqueGameEngine.com and TorqueEngine.com were still available last night and got a bit nervous so I bought them both with the thought of donating them to the committee if they want them, thinking they were kind of on their own.

So if you guys want them give me the contact info and I'll change the contact, billing and admin names so you can direct them to the new site.
I think it's important to have an easy to remember domain name. If you don't want them they'll expire in a year.

I don't really have time to do much more than that, we're neck deep into our own project. But it's something.
#37
05/07/2014 (2:11 pm)
Quote:So, for the most part, GG is still in the driver's seat and will continue to be the driving force?
No. GG is not in the driver's seat and not the driving force.

The drivers are the community, with the steering committee providing guidance, organization, and direction.
#38
05/07/2014 (4:16 pm)
Quote:No. GG is not in the driver's seat and not the driving force.
They're definitely in the back seat, though! As long as the Totque name persists there'll always be some influence there, ad expressed in the Committee charters. But as you say, they're not involved in the day-to-day operations.

Quote:The logo guidelines are not out of date, those are the guidelines that should be followed when using the Torque logos.
I'd like to point out that I was acting in accordance with the last paragraph on that page about the use of the monochrome logo.
#39
05/07/2014 (4:20 pm)
@Daniel
No worries, you did a great job on the site and everything looks great. I was just mentioning that since there was a question about them being outdated.
#40
05/09/2014 (2:41 pm)
We need a mascot.

I suggest ... Kork-Chan! (aka Fluffy)

www.yorkshirerifles.com/random/kork_chan.jpg