Game Development Community

Torque 3D Development - Matt Langley and the Torque Launcher

by Brett Seyler · 02/06/2009 (9:18 pm) · 98 comments

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After an unexpected delay this week, we have yet another peek at the future of Torque with Torque 3D. This week, we're going to finally get a small look at some of the real, functional improvements to working with Torque.

Leading this effort is our own Matt Langley. Matt's our primary tools guru at the Garage and he's been at GG for almost 4 years now. Matt played an instrumental role in designing the TGB editors you all love for making 2D games, and for the past year, he's been fully focused on tools for our 3D technology.

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Though most of you probably know Matt, I asked him to tell us a little about himself and what he's working on for Torque 3D.


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Matt's Bio


"I graduated with a degree in Networking and Game Design. I joined the GG community, learned TGE and TGB (then "Torque 2D"...soon to be again). I contributed 10 tutorials and thousands of posts to the Torque 2D community, and then became a GarageGames Associate. After interning at GarageGames and becoming an employee, I became one of the original developers behind Torque Game Builder, which added documentation and a tool to Torque 2D while still expanding the engine."



"After managing TGB documentation and then a TGB release, I'm now the lead tool developer for Torque 3D. This work includes updates to the usability of the present tool interface as well as adding new tools and editors to streamline game development in Torque."





As you all know, Torque is one of the few engines with the entire toolset integrated in the runtime. There are advantages and disadvantages to this approach. It's great for cross-platform development and it provides fantastic out-of-the-box functionality for developers who want to include some game-modding functionality in their game. It also keeps the runtime toolset necessarily lightweight.

There are times though, when you want to do more. With Torque 3D, we wanted to create some project management, packaging, and deployment tools separate from the Torque 3D runtime. "Torque Launcher" is an application built just for that purpose. More than just a build targeting and project selection interface, the Torque Launcher provides a nice hub for your game development projects. You can select which of Torque's runtime integrated editors you'd like to jump into (per project of course), you can access non-Torque tools like Maya or Photoshop, and you can view Torque 3D documentation and tutorials.

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While not intended to be comprehensive, the Torque Launcher is a very nice interface to have. It's even better to have it all outside the Torque 3D runtime. It keeps everything inside Torque 3D light, lean, and focused on productivity for game design.

Of course, the shots you see here are very raw yet. The Torque Launcher may finish with a much different design or style than you see here. We'd call this a 1st draft :)

There's much more changing in the Torque 3D editor's as well, and Matt's leading the charge there too. Expect to see more inside Torque 3D soon.

More development blogs to come. This is post #9.

Torque 3D development blogs:




About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

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#1
02/06/2009 (9:26 pm)
Hurray! This is something I've wanted Torque to have for a while now. Looking great so far. The ability to have notes on the project in the editor is a nice little feature and will be very helpful.

Can't wait for the next blog!
#2
02/06/2009 (9:42 pm)
Wow, That is great! I think T2D should use the same Launcher design as well, That way people migrating between the 2 wouldnt have much a problem in learning the basic interface. Given the main differences are the dimensions of the 2 engines, But just a request I guess.

Michael
#3
02/06/2009 (9:44 pm)
That's just dandy. I know people like me would sure use some management.
#4
02/06/2009 (9:49 pm)
I see a lot of interesting buttons here. Like packaging as an installer and the gui, world editor, and play game which seems to be clearly separated.

Really too bad I won't be able to afford it...
#5
02/06/2009 (10:16 pm)
Looks really good...
Can't wait for the next blog too
#6
02/06/2009 (10:52 pm)
woot another good post i see demos int here i though you would nto show a picture of that as you said we going to have many new demos in one of the other posts cant wait to see them. i like the quick links would it be easy to add xsi link are self's in there or is it kind of a hard process.

with the blank project do that mean we can have different plank projects like one with trees already in it or something like that. i know we can kind of already do that but this sounds good already. i also like how documentation is going to come with it. :P
#7
02/06/2009 (11:07 pm)
When I saw the title and saw "Launcher" I thought, OH NO.. I hate launchers.


But after reading this and seeing it, it looks great. Looks like you have the important things the developers will need, and not just a simple launcher.


I use RocketDock, but I can see this quickly replacing all my icons into a simple launcher for GG stuff:)
#8
02/06/2009 (11:27 pm)
@Randy: Use of the Launcher will be optional...the Torque 3D runtime will still have full access to all of the Torque editors as well as toggling the World Editor on and off with F11. But, if you did want to make further use of it as a hub for your game dev tools, it's built to do that quite easily. I know Matt's also thinking about having it minimize to the system tray optionally, and since it's resource requirements are extremely low (we're not talking a bloated iTunes-like experience here), it's something that we think we'd actively use ourselves.

Thanks for the comments all around. Glad you like the direction we're heading so far :)

By the way, if you have a better naming idea than "Torque Launcher", we're happy to hear it, but that's the best we could come up with given what this is made to do. We are *terrible* at names :p
#9
02/06/2009 (11:34 pm)
could always call it (Ultimate 3D Launcher) lets vote now. :P
#10
02/06/2009 (11:34 pm)
This looks awesome :)
#11
02/06/2009 (11:51 pm)
Very nice write up. I'm actually documenting the Torque Launcher now, and I'm finding it more and more useful for organization.

@Brandon - Nope. Now and forever: Torque Launcher. No votes.
#12
02/07/2009 (12:01 am)
Matt Langley is gonna kill me for this but...for some reason the name "Front Launcher" keeps coming out of our mouths when we are attempting to talk about the "Torque Launcher" even though we *know* it is not a good name...some sort of crazy viral phonetic thing going on there =P

edit: Brett may kill me too /me ducks
#13
02/07/2009 (12:36 am)
Looking good. Torque Launchpad.

Or Torque Toolbox.
#14
02/07/2009 (1:34 am)
Great names on both of those Gerald I like Torque Lauchpad better. Also this looks awesome.
#15
02/07/2009 (2:30 am)
Looks very promising. I like the direction you are going with this. This is something that I have long hoped for.

Thanks for all the hard work.
#16
02/07/2009 (3:04 am)
Maybe call it Torque Project Companion?

Brian
#17
02/07/2009 (3:19 am)
Torque Toolbox seems so perfect; being a box full of tools one would use in a Garage to build a Game, built with Torque. A product name could never get so definitive as that!

#18
02/07/2009 (3:22 am)
@Caylo

Toolbox actually sounds good... (Sorry Micheal).
#19
02/07/2009 (3:37 am)
@caylo
haha, it does fit well.

I have to agree, Torque Toolbox does sound good.
#20
02/07/2009 (3:38 am)
@Caylo - I can already see the acronym jokes on that one... <grin>

Brian
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