Big Update to TGEA on the way!
by Matt Fairfax · 01/18/2008 (2:38 pm) · 128 comments
Hi GarageGames Community! I know I have been awfully quiet recently but trust me...it was worth it!
Ever since I handed off community management to the supremely capable hands of David Blake, I have been jamming away on the next big update to Torque. As many of you know, we spent much of 2007 merging the Torque C++ engine products into one code base which we've been referring to as Torque Juggernaut. There are big opportunities here to update both TGEA and TGE. I focused on TGEA 1.0.3 as a start here, but as you'll see below, we've made some *big* moves.
Huge credit goes to Clark and his team working on the core engine for all their hard work on Juggernaut over the past year. Juggernaut includes lots of updates, bug fixes, and feature additions to the Torque line up. What we're looking to release here will look a lot like TGEA, but it's really another stepping stone to our longer term goal of a fully componentized Torque Engine.
TGEA...more is on the way
What you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
Multiple Terrain Tiles (with full editor support)
Stronghold (starter.fps)
TGE Feature Demo
Tim Aste's Forge demo
Shhhh... early yet, but this new demo is going to be BEAUTIFUL
Release will include SpaceOrc, TorqueOrc, Elf, Forge guy, Spacesuit guy, and BoomBot
TGB-style Offline Docs
At this point I am sure that there are a few questions on everyone's mind!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release.
When will this update be ready? As always, this is a hard question to answer. GarageGames is more committed to high quality releases than ever before so this update will not go out the door until it is polished and ready. The Associates are already participating in a closed Beta and have been giving great help and feedback. I expect to have a fairly complete version of it demoing at GDC next month but I will not hesitate to put in a couple of extra weeks on documentation and bugfixing if it needs it (please email me if you would like to help with docs). There is still a lot of ground to cover but we are making rapid progress on it!
Hopefully everyone reading this is as excited as I am about this update! Be sure to go check out the awesome things that the game teams are doing with it in Fallen Empire: Legions
Fallen Empire: Legions
Ever since I handed off community management to the supremely capable hands of David Blake, I have been jamming away on the next big update to Torque. As many of you know, we spent much of 2007 merging the Torque C++ engine products into one code base which we've been referring to as Torque Juggernaut. There are big opportunities here to update both TGEA and TGE. I focused on TGEA 1.0.3 as a start here, but as you'll see below, we've made some *big* moves.
Huge credit goes to Clark and his team working on the core engine for all their hard work on Juggernaut over the past year. Juggernaut includes lots of updates, bug fixes, and feature additions to the Torque line up. What we're looking to release here will look a lot like TGEA, but it's really another stepping stone to our longer term goal of a fully componentized Torque Engine.
TGEA...more is on the wayWhat you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
- 1. A brand new completely abstracted sound system (SFX) with a DirectSound and OpenAL implementation (credit to Tom Spilman).
- 2. Major reworks of GFX layers and the addition of a D3D8 layer
- 3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
- 4. Introduction of the Project Generator - a system that automates generating up-to-date Visual Studio projects files based on which "modules" of code you want to include
- 5. Significant directory reorganizations with an eye towards making it easier to work with for both experienced and new users
- 6. A ton of bugfixes done by the internal development team as they worked towards a fully componentized version of Torque
- 7. Lots of refactoring and general code cleanup
- 8. Port of some of the missing TGE classes including Lightning, fxShapeReplicator, and RigidShape
- 9. The famous Ben Garney's OPCODE polysoup collision implementation
- 10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
Multiple Terrain Tiles (with full editor support)
- 11. Ports of the TGE demo and starter.fps with performance tweaks
Stronghold (starter.fps)
TGE Feature Demo- 12. A couple unreleased demos! A small team is slaving away to bring you a never-before-seen feature demo that will knock off those socks.
Tim Aste's Forge demo
Shhhh... early yet, but this new demo is going to be BEAUTIFUL
- 13. Previously unreleased Player models bringing the total count up to 6!
Release will include SpaceOrc, TorqueOrc, Elf, Forge guy, Spacesuit guy, and BoomBot- 14. Clipmapping support for legacy terrain allows higher resolution terrain textures and gives a general performance boost
- 15. Jeff Faust's fantastic AFX Kit should be updated for compatibility with this new version and he's already brought over most of the excellent bugfixes he posted on the TGEA forums including multiple particles per emitter
- 16. Reworked Material system is easier to use and performs better
- 17. Improved functionality in the Mission Editor with work from Dave Wyand, with a few new features that make it much easier to use
- 18. GUI Editor improvements making it easier to use
- 19. TGB-style offline docs and tutorials for better / faster accessibility
TGB-style Offline Docs
- 20. Abstracted Lighting allows you to plug in different lighting systems of your choice. Current built in options include:
- a) Basic Lighting System (really simple)
- b) John Kabus' Synapse Gaming Lighting System
At this point I am sure that there are a few questions on everyone's mind!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release.
When will this update be ready? As always, this is a hard question to answer. GarageGames is more committed to high quality releases than ever before so this update will not go out the door until it is polished and ready. The Associates are already participating in a closed Beta and have been giving great help and feedback. I expect to have a fairly complete version of it demoing at GDC next month but I will not hesitate to put in a couple of extra weeks on documentation and bugfixing if it needs it (please email me if you would like to help with docs). There is still a lot of ground to cover but we are making rapid progress on it!
Hopefully everyone reading this is as excited as I am about this update! Be sure to go check out the awesome things that the game teams are doing with it in Fallen Empire: Legions
Fallen Empire: LegionsAbout the author
By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#22
01/18/2008 (6:10 pm)
Holy shit! :)
#23
01/18/2008 (6:11 pm)
Looks like I owe Stephen a muffin basket.
#24
01/18/2008 (6:32 pm)
Oh my god, this makes me want to cry... for JOY!! I'm insanely happy to see this news. WOW! Thank you guys so fricken much.
#25
Everything looks really nice though and this make me glad I bought TGEA. GG you guys do excellent work.
01/18/2008 (7:07 pm)
Just a suggestion, how about putting the Immersive AI engine in it. That would just really top the cake.Everything looks really nice though and this make me glad I bought TGEA. GG you guys do excellent work.
#26
01/18/2008 (7:08 pm)
Very nice Matt. Thanks for the update. I hope it didn't take away from too much dev time. ;)
#27
01/18/2008 (7:10 pm)
Nice - glad to see you guys are listening to our concerns.
#28
01/18/2008 (7:40 pm)
Very happy to see this.
#29
Just curious though. Im not too familiar with TGEA. but can you use higher res terrain textures then 256x256? I plan to still use the legacy terrain. but can you apply shaders such as normal maps with the legacy terrain? and how well does it perform is you set the block size down to 2~4 with this new update?
01/18/2008 (9:13 pm)
wow. amazing. i cant wait for this to come out :). haha i love how you guys decided to use mutiple terrain blocks to increase your the terrain size. hehe i think GG saw a few ppl doing that already :P. actually got it working, but very very buggy. :SJust curious though. Im not too familiar with TGEA. but can you use higher res terrain textures then 256x256? I plan to still use the legacy terrain. but can you apply shaders such as normal maps with the legacy terrain? and how well does it perform is you set the block size down to 2~4 with this new update?
#30
so it would be easier to make some Co op games.
Thanks for your time and the great news.
01/18/2008 (9:45 pm)
This is great news, I was wondering if you have plans on implementing splitscreens like in Torque X3D?so it would be easier to make some Co op games.
Thanks for your time and the great news.
#31
In the original post, Matt Fairfax says "Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release." This seems to imply that it's still on the list and being worked on for TGEA.
Later on, Matt responds to a question about OpenGL and Mac support and says "They are not currently planned for TGEA."
So which is it? "Almost ready for release" to satisfy TGEA promises from long ago, or "never gonna happen"?
01/18/2008 (10:03 pm)
Sounds great, if we can believe the hype. We're still waiting for OpenGL which was promised at least 4 years ago.In the original post, Matt Fairfax says "Will this include OpenGL? Sadly, no, this update will not include OpenGL. All of the work we have done on OpenGL is still not ready for release." This seems to imply that it's still on the list and being worked on for TGEA.
Later on, Matt responds to a question about OpenGL and Mac support and says "They are not currently planned for TGEA."
So which is it? "Almost ready for release" to satisfy TGEA promises from long ago, or "never gonna happen"?
#32
- What's the difference, if any, between Juggernaut and Torque 2?
- So rather than working on TGEA and TGE as separate products, GG will be rolling them into one? This will result in Juggernaut, an engine based off yet another engine(s) (primarily TGEA with parts of TGE rolled in) minus the bugs and with much needed improvements; which from a certain point of view is what TGEA was supposed to be in the first place?
- The ultimate goal of GG is to unify 3 engines (TGB, TGE and TGEA) into the one product?
With all due respect, this is what TGEA should have been in the first place. Considering its (TGEA's) development commenced some time in 2004, and it's now 2008, and this plan details yet another attempt to finally get it right, what has changed with GG that would convince me to loose my skepticism? InstantAction/IAC?
01/18/2008 (10:18 pm)
I haven't been around these parts for a while and I'm a little confused:- What's the difference, if any, between Juggernaut and Torque 2?
- So rather than working on TGEA and TGE as separate products, GG will be rolling them into one? This will result in Juggernaut, an engine based off yet another engine(s) (primarily TGEA with parts of TGE rolled in) minus the bugs and with much needed improvements; which from a certain point of view is what TGEA was supposed to be in the first place?
- The ultimate goal of GG is to unify 3 engines (TGB, TGE and TGEA) into the one product?
Quote:
What you'll see:
All the features of TGEA 1.0.3 PLUS 99% of TGE 1.5.2 PLUS:
* 1. A brand new completely abstracted sound system (SFX) with a DirectSound and OpenAL implementation (credit to Tom Spilman).
* 2. Major reworks of GFX layers and the addition of a D3D8 layer
* 3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
* 4. Introduction of the Project Generator - a system that automates generating up-to-date Visual Studio projects files based on which "modules" of code you want to include
* 5. Significant directory reorganizations with an eye towards making it easier to work with for both experienced and new users
* 6. A ton of bugfixes done by the internal development team as they worked towards a fully componentized version of Torque
* 7. Lots of refactoring and general code cleanup
* 8. Port of some of the missing TGE classes including Lightning, fxShapeReplicator, and RigidShape
* 9. The famous Ben Garney's OPCODE polysoup collision implementation
* 10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
With all due respect, this is what TGEA should have been in the first place. Considering its (TGEA's) development commenced some time in 2004, and it's now 2008, and this plan details yet another attempt to finally get it right, what has changed with GG that would convince me to loose my skepticism? InstantAction/IAC?
#33
I have a great deal of respect for Matt as he has worked very hard to help those of us using Constructor.
My many thanks to Matt Fairfax, David Blake, and everyone who has worked hard to make this come about.
01/18/2008 (10:27 pm)
You probably all already know strongly how I feel about OpenGL support. But I've caused enough trouble and I intend to give credit where credit is due. Regardless how many of us feel regarding OpenGL etc., this is a step in the right direction, this is GREAT news, and most of all this is not the place to kvetch about things GG hasn't gotten done. So lets be glad that this is getting done ;)I have a great deal of respect for Matt as he has worked very hard to help those of us using Constructor.
My many thanks to Matt Fairfax, David Blake, and everyone who has worked hard to make this come about.
#34
01/18/2008 (10:53 pm)
Totally awesome! I'm already in love with TGEA (and I can't wait to finally show what I've been working on) but by adding in a lot of the missing functionality from TGE 1.5.2 and fixing a few bugs it's going to be amazing. The only thing I'm not looking forward to is reworking all my code into the new build ... eeek!
#35
Btw, you did mention fxShapeReplicator, RigidShape, and used the phrase performance tweaks.
Does this, combined with the utter silence fromthe forest project Tom Spilman once showed, by any chance mean that forests are/could be included ?
01/19/2008 (12:48 am)
Thanks for the heads up Matt, it's nice to see that there is in fact still work going on regarding TGEA!Btw, you did mention fxShapeReplicator, RigidShape, and used the phrase performance tweaks.
Does this, combined with the utter silence fromthe forest project Tom Spilman once showed, by any chance mean that forests are/could be included ?
#36
01/19/2008 (1:17 am)
Schweet Schtuff Guys :D
#37
And I'm loving that tantalizing hint of the gui editor upgrades I see on that terrain shot.
01/19/2008 (1:24 am)
Wow! You just made it a lot harder for me to justify not porting my project over to TGEA.And I'm loving that tantalizing hint of the gui editor upgrades I see on that terrain shot.
#38
The only thing I can offer you is that the core engine development is actually being managed now. Clark Fagot heads up the core team of Brian Richardson, Alex Scarborough, and me - sprinkle in a little Pat Wilson and others as required. We've been working on it full time for many months now and this TGEA update is derived from some of the work we've been doing.
01/19/2008 (1:45 am)
@Tim:Quote:what has changed with GG that would convince me to loose my skepticism?
The only thing I can offer you is that the core engine development is actually being managed now. Clark Fagot heads up the core team of Brian Richardson, Alex Scarborough, and me - sprinkle in a little Pat Wilson and others as required. We've been working on it full time for many months now and this TGEA update is derived from some of the work we've been doing.
#40
I truly hope that this is the step in the right direction I've been waiting for...
01/19/2008 (3:49 am)
@ asmaloney (Andy) I truly hope that this is the step in the right direction I've been waiting for...
Torque 3D Owner Sparkling
Especially this part!
10. Support for multiple legacy terrain tiles (including full editor support) - this should make building a paging terrain manager for massive environments a lot easier and will support realtime editing
And this part!
How much will this cost? This is a free update for TGEA owners. It doesn't get much better than that!
HOORRAYYY!!! Bring it on!
-Sparkling
http://www.visionsgame.com