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Torque Game Engine Advanced Open Beta

by Matt Fairfax · 03/18/2008 (6:19 pm) · 84 comments

Did you say Open Beta?

I am happy to announce the release of the TGEA 1.7 Open Beta!

We, here at GarageGames, have decided to go out on a limb and allow all owners of the Torque Game Engine Advanced to get their hands on the TGEA 1.7 beta as we continue nail down the remaining issues.


www.rustycode.com/matt/plan_03_18_08/Oasis.jpg
Still early screenshots from our Oasis demo


Why is this a Beta?

At this point we consider TGEA 1.7 feature complete and of a quality and readiness that we trust TGEA owners to take a look and test things out with the understanding that it's...well...a beta :) There are still some known bugs. We'd *love* to get everyone's help identifying and squashing these and as many other bugs as we can. Early access to this, one of our biggest releases ever, will allow us to keep an open dialogue about the direction of our products and their features.

Michael Perry has done a ton of work on the Getting Started, Mission Editor, GUI Editor, Using Art Asset documents but we still have a ways to go on some other areas of the documentation. We will continue to work actively on this while TGEA is in beta and look forward to getting feedback as we add the final touches to make this a full release.

What will you get (for FREE!)

I covered a lot of things in my previous blog, so I will only hit the highlights:


  • 1) Major code cleanup and refactor - The GG Game Studios team put nearly a year of work on the underlying engine code and their effort shows in the number of bugs fixed and how much simpler it is to work with the code.

  • 2) MegaTerrains - As you may have seen in Josh Engebretson's recent blog, the legacy terrain system in Torque has been extended to allow for *much* larger and much more detailed terrains. These new MegaTerrains include all the amazing real-time terrain editing features of the original Terrain system. It should make getting the terrain you want for your game in place easier than ever.


  • www.rustycode.com/matt/plan_03_18_08/MegaTerrain.jpg
    Creating a MegaTerrain Video


  • 3) Polysoup Collision - We've taken Ben Garney's OPCODE Polysoup Collision implementation and extended it to better integrate with the environment and lighting. The improvements are looking sharp! Quickly drop in your mesh objects and levels and get up and running with them in no time.


  • www.rustycode.com/matt/plan_03_18_08/Polysoup.jpg
    Using Polysoup Video


  • 4) SFX Sound Layer - The new sound layer is getting a thorough testing over in the games on InstantAction and has already proven to be enormously easier to work with. Tom Spilman will continue to roll in cool new features and improvements over the course of the beta.

  • 5) Getting Started - A primary focus of this new release is making sure that new users can get up and running on TGEA as quickly as possible. We are doing this by making sure that TGEA owners have top notch docs available to help them hit the ground running. We are also providing a great selection of game examples to show tried and tested implementations of the most common problems you will encounter when building your game.

  • www.rustycode.com/matt/plan_03_18_08/GameExamples.jpg

Why TGEA 1.7?

Version numbers are a funny thing...What metric do you use to determine how big of a jump in version number you should make? The number of features? The amount of time spent on it? The amount of money?

By all these metrics, this release warrants a very big jump. The changes, though not all of them sexy, are together an enormous improvement over TGEA 1.0.3. Users digging into the code or really banging on the stability and performance of this new release will notice right away that, though this is a TGEA release, it's much different than any Torque engine ever released before. Some of you have heard us refer to "Juggernaut" as our internal repository of the latest and greatest tech. Well, in many ways that's true, but there's a lot work that has to go into a release like this one before it's really usable by Torque developers outside GG offices. That's the work I've been doing for the past few months. We're releasing this under the TGEA banner because it is the most advanced stuff we've got. It's been mentioned before, but Legions, ScrewJumper, Marble Blast Online, Buccaneer, and many other titles forthcoming have all been built on exactly this tech, so it's very battle-tested.

Some of you might be looking at our version number history in the past and saying "hmmm..." Well, if you look back over the development of TGE, it is fairly easy to see the snail's pace of version numbering next to a mountain of features and bug fixes between each version of the engine. Looking back over the last 7 years of TGE development, it is pretty obvious that we have easily more than doubled the functionality and usability of the engine (just ask some of the old timers ;). Taking the longview and looking at other new engines that have run through 3 full version numbers in one or two years before fading away, it makes us sometimes wonder why this release shouldn't be called Torque 2 or even Torque 3!

There are certainly people at GG who'd rather keep a release like this low key...maybe roll out with a small announcement as we have in the past of TGEA 1.1 etc. As a developer, I sometimes fight my own cautious nature in talking enthusiastically about my own work. I think most devs are the same. But TGEA deserves more of a splash than that. Or at least that's what the marketing dudes keep telling me. =P Ultimately, how did we settle the version number debates at GarageGames? With lively discussions and guerilla nerf battles!


www.rustycode.com/matt/plan_03_18_08/TnTF2.jpg


Let's get cracking!

Grab your vey own license to TGEA, hop over to your account page to download the Beta from your TGEA download page, and start sending us feedback and bugs!

With your help, we can make this the best release of Torque yet!

About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

#21
03/19/2008 (1:20 am)
I would like to thank you guys for making this one an open beta. I really hope the trend continues. Thanks again guys, you have made my day.
#22
03/19/2008 (1:20 am)
Wow - that has made a very sleepy developer very happy! Downloading now - huge thanks guys!
#23
03/19/2008 (2:18 am)
So, there's no lightmaps on polysoup? Hopefully, knowing that, you will keep a nice support for DIF.
#24
03/19/2008 (2:19 am)
I'm confused about 1 thing here. He said Free to TGEA owners. Do upgrades not come with the original purchase? I just bought TGEA about a week ago, and if I'm not entitled to upgrades I want my money back.
#25
03/19/2008 (4:17 am)
Don't saw Free at first. Looks good. May be I finally buy AFX, looks like they now have version for TGEA
and TGE AFX RC was awesome.
Having all documentation in one place,and available to _offline_ use is big plus too (it is not always possible to keep connection to TDN all of time).
As for MegaTerrains, huge means that now we have several 512x512 heightmap instead of one 256x256?
Or it is possible to have something like mini-Atlas?(btw,which tool you think best to create Atlas terrains?L3DT Pro?Something other?)

After reading blog at http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14177
I saw
3. All of the rendering objects should now support fixed function fallbacks for non-shadered video cards
Looks like current beta 1 doesn't support it.

Attempt to run samples from on machine with S3 Unichrome Pro IGP results in popup about PS 1.1/DX9 required.
Video drivers on this machine are working at least to some degree (SecondLife viewer starts)
I'm missing something?
#26
03/19/2008 (4:29 am)
Hey, great work!

One little issue I came across: initially, none but the "T3D Demo Advanced" example managed to fully start up. They all suddenly quit with no message during initial loading. Last three lines from console.log (stronghold example):

Engine initialized...
Win32Window::WindowProc - resetting device due to window size change.
GFXPCD3D9Device::reset - depthstencil 3620620 has 2 ref's

After running the "T3D Demo Advanced" example, which started up with no problems, the others then ran just fine. Suppose it's some config issue. Will see whether I can dig up a little more.
#27
03/19/2008 (5:14 am)
i should have logged on last night. oh well.... at least i get to dream about this at work. congrats and thanks!
#28
03/19/2008 (5:28 am)
Thank you!
#29
03/19/2008 (5:46 am)
Again, awesome work everyone! Excellent .plan Matt. I need to post the Nerf Army pics taken at our office some time in a blog. Btw, the Longshot (once modified) is the most awesome Nerf gun available.

@William Singleton - Not sure where the confusion comes from =)

Free update for TGEA Owners
You own TGEA
Hence, you get the update

There are occasional charges for upgrades, but I've only ever seen one regarding a version change: Upgrading from TGE 1.4 to 1.5. New license purchases went from $100 to $150. Existing owners simply paid the $50 upgrade fee, unless they had a couple other purchases such as the Synapse Lighting Pack. That was the first time I've heard of a version upgrade cost for Torque, but not the first time in the game engine industry.

So, if you own TGEA you get the goodies =)

I look forward to getting feedback from everyone about documentation. Still lots of work to do, so all input is welcome =)
#30
03/19/2008 (6:05 am)
Question on OPCODE Polysoup Collision.
Is the DIF interior still the preferred option for buildings or the DTS with Polysoup?
Comparisons ?
Pros?
Cons?
#31
03/19/2008 (6:23 am)
Congratulations!

Now get back to work. *whip-crack*
#32
03/19/2008 (6:30 am)
@Bill Vee: IMO your still going to get better results from DIF than with DTS. But now it makes DTS a lot more viable. Shadows and collision are more expensive on them, but they are a lot easier to create.
#33
03/19/2008 (7:13 am)
Fantastic news and congrats to the TGEA team for this beta release!

Fredrik S
#34
03/19/2008 (7:19 am)
Had a similar problem to Rene where none of the demos would load. I will have a look later when I am done with work and post my information as a bug if I can't find a solution.
#35
03/19/2008 (7:19 am)
You gave my birthday present 3 days early! Awwwesome!

You guys rock... Thanx a lot for this!
#36
03/19/2008 (7:52 am)
Downloading now. I just got that "lump in my throat", "feel like I'm gonna burst" sensation that you get after getting out of an engineering final that you thought was going to be super hard, but you feel like you did really well, and now you're leaving the building with this joy and relief welling up inside that makes you want to scream and dance in the middle of campus, but you can't 'cause you might scare the other students. Yeah, that's kinda what it's like. :) I'm at work, so no screaming or dancing allowed.
#37
03/19/2008 (8:28 am)
@William: Sometimes we charge extra for upgrades (such as TGE 1.5), but this one is absolutely free. If you bought TGEA last week, you don't have to pay a dime more for TGEA 1.7.
#38
03/19/2008 (8:34 am)
Awesome, im excited to use this as a new upcoming code base. If this is TGEa, what can we expect from upcoming T2 and Juggernaught, I love what these fixes have done.
#39
03/19/2008 (8:56 am)
Cannot wait to get home tonight and try this out! First off... due praise Congrats to the team and a great big THANK YOU from us all! This promises to be one of hte biggest upgrades yet and it addresses some of our biggest issues with the engine! Again I cannot wait to get home and try it out!

And secondly... I have to say, even though I am at work right now I have gone through the new documentation and it is amazing how much difference a well organized set of docs can make. It looks great guys! Thank you and Congrats again!
#40
03/19/2008 (9:06 am)
Any chance of TGE owners getting to see this "extended" legacy terrain system?