Game Development Community

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.

www.garagegames.com/images/site/images_mattF/sky.jpgTGEA...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:

  • 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
www.garagegames.com/images/site/images_mattF/terrain.jpg
Multiple Terrain Tiles (with full editor support)

  • 11. Ports of the TGE demo and starter.fps with performance tweaks
www.garagegames.com/images/site/images_mattF/starter1.jpg
www.garagegames.com/images/site/images_mattF/starter2.jpg
Stronghold (starter.fps)

www.garagegames.com/images/site/images_mattF/tgedemo.jpgTGE 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.
www.garagegames.com/images/site/images_mattF/forge.jpg
Tim Aste's Forge demo

www.garagegames.com/images/site/images_mattF/newdemo.jpg
Shhhh... early yet, but this new demo is going to be BEAUTIFUL

  • 13. Previously unreleased Player models bringing the total count up to 6!
www.garagegames.com/images/site/images_mattF/players.jpgRelease 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
www.garagegames.com/images/site/images_mattF/docs.jpg
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
I wanted to greatly smooth the transition from TGE to TGEA, so making sure that TGEA supports nearly all of the same features (no OpenGL or Mac support) you have come to expect from TGE, converting over most of the TGE content and mission, and including a lot of tools and functionality that will greatly ease porting a pre-existing TGE project have all been a primary focus. Right now this update will automatically handle unmapped textures and converting older file formats of things like TerrainBlocks and Waterblocks. I have also spent time working on pulling together the best of the Torque documentation and getting it far more organized. The goal here is to make getting started with this next release of TGEA to be comparable to getting started with TGE, if not even easier. TGEA is still a powerful and complex game engine but we're working hard to make it a lot more approachable.

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

www.garagegames.com/images/site/Legions3.jpgFallen Empire: Legions

About 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.

#81
01/22/2008 (10:59 am)
I do want to thank everyone who has chimed in with encouraging words! It is a big motivation for me personally to hear that people understand and appreciate what I am trying to do!

There are an awful lot of questions that I wish I could take the time to answer but I think you'd all prefer that I get you this update, no? =) I may take a few minutes here and there to address some of them but I'll be lucky to get to them all. Hang tight and look out! Lots more shiny new Torque coming down the pipe.

Thank You!
Matt
#82
01/22/2008 (11:53 am)
looking forward to it
#83
01/22/2008 (12:13 pm)
Hey Matt, add me to the list of entusiastic people... :)

Really cannot wait to "dirt my hands with it" (LOL) :D

It's a pleasure every time we hear news from you, it's not very often but nowaday we know it's because your always working hard on it ;)

You got my preference as "man of the year" (LOL) :D

Good work !
#84
01/22/2008 (12:16 pm)
Heh, thanks for taking the time to tell us about this Matt, even though GG inevitably draws flak when it announces...anything. ;)

Personally, this announcement (combined with the AFX for TGEA release) has me excited enough that I've begun attempting to port my code over to TGEA. Previously I'd seen the potential there but decided to wait until some of the rough edges had been worn off a bit (TGE had plenty of rough edges when it was first released too, I hear ;) ). But this is just too much temptation for me to resist.
#85
01/22/2008 (12:27 pm)
Quote:We also knew that there was a growing concecrn that TGEA was no longer going to get any work and wanted to lay that rumor to rest.

That statement makes me go to sleep with a smile.
#86
01/22/2008 (12:52 pm)
Looking good, Matt! Keep it up! =)
#87
01/22/2008 (1:03 pm)
Thanks for the clarification, Matt. It's good to hear that Mac support is planned for T2, I'll be looking forward to it.
#88
01/22/2008 (1:48 pm)
Yes, most glad to wait on answers to my questions in return for a quicker release :-)

Go, go, go!
#89
01/22/2008 (2:05 pm)
@Matt

Im really excited about the next TGEA upate.

Is it too early to give us a rough time-scale on a release?
#90
01/23/2008 (3:53 am)
Great stuff, feels better buying eleven copies of it now!
#91
01/23/2008 (7:47 am)
I hope this will allow higher resolution textures to be painted on the terrain. My biggest gripe with the current terrain is the poor tiling, and low res texture support. Also being able to adjust the texture opacity when painting it on the terrain would be very nice also.

But thank you so much for this, i was really starting to think GG was more focused on creating new engines for us to buy, and dismissing TGEA.
#92
01/23/2008 (1:01 pm)
@Will
If not higher res textures. i'm sure with the new mutiple terrain blocks. you can just reduce the block size for more details.

But im just curious, how much does the mutiple terrain block hit the frame rate? and is the terrain texture set still maxed at 8 without modifying code?
#93
01/23/2008 (6:21 pm)
I must say you guys rock! :)
#94
01/24/2008 (10:11 am)
Great work!

How's collision detection for fast moving objects? If I want to make a racing game, will I be able to do it without major modification to the engine? I know some of us have tried to make racing games before but gave up because of the major modification that it needed.
#95
01/26/2008 (7:12 am)
Awesome. I'll upgrade to TGEA when this comes out. :)
#96
01/29/2008 (9:08 am)
Sounds like a great product. I've been holding off upgrading from TGE 1.5.2 to TGEA, and it sounds like this was absolutely the right thing to do. Can we pre-order? :)
#97
01/29/2008 (8:08 pm)
Devon,
Since it is a free upgrade you can "pre-order" by buying TGEA right now =)
#98
01/31/2008 (3:23 pm)
I know you can lay a date on us but are we talking less that two-three months here?
#99
02/04/2008 (8:32 pm)
All of this sounds great, but a couple of things just haven't been answered in the responses to these posts.

Is the fast ground collision bug been looked at ...at all.....I've tried countless things to be able to put a flying game together, and that makes this imperative.

Also, as in the previous post.... are we looking at a week, a month, or 6 months... more?


AS has been admitted GG just doesn't let us know what's going on very often. SO lots of us would really like to know to plan accordingly.

ps: this looks likes it's gonna be a great addition for us all......
#100
02/05/2008 (6:57 am)
Good news, most of it, but.... a new DirectSound based audio system?!?
You are aware of the fact that DirectSound is no longer supported and will probably be removed from DirectX in the next SDK release, right?