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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.

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#81
03/25/2008 (7:25 pm)
@Eric
Good call. Back when I first started evaluating TGEA I already had added almost all features to my version of TGE found in TGEA, so the ability to edit legacy terrain was not a selling point.

In the latest beta of TGEA, you can edit the same old Legacy Terrains, but with the addition of MegaTerrains I can make my worlds as big as I want and edit the terrain in-house.

I have my own implementation of MegaTerrains in TGE that works differently, more like a cross between Oblivion terrain and Guild Wars terrain loading. It works, but I can't edit all the terrains at once, only 1 at a time and then I have to manually create a mission file to encompass the full terrain ... in other words It's a sloppy hack and a pain to use.

This beta release of TGEA is what I've been needing for a long time wrapped up in one little neat package. Best of all, no additional 3rd party libraries are needed to get additional features that used to be lacking, nor is there a need for me to code additional features of my own, this version is pretty much feature complete for my next project. Obviously if I wanted to build on the foundation with 3rd party libraries I could, but I truly feel at this point there is no need. I can TorqueScript whatever I need to do.

This is definitly a milestone for GG as a whole, and gives some great insight on what to expect in the future. It really makes you wonder about "Torque 2", but that is a conversation for a different thread.

@Deborah Marshall
Amen. Do you want my Credit Card now or later ;) I consider GG my own personal development group that I get to pay about $500 year (give or take, counting content packs) to keep me up-to-date with the latest game engine and tools. Come to think of it, GG has been coding for me for 4 years now. Thanks for the low development costs!!!
#82
03/28/2008 (5:34 pm)
So is atlas obsolete now?
#84
08/07/2011 (12:06 am)
@matt Fairfax
How How to enable and disable "UseBloom" and "UseDRLHighDynamicRange" and "UseDynamicRangeLighting“ the game in TGEA 1.71 real-time, Do not enter the editor

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