Torque 3D Development - World Editor
by Brett Seyler · 03/17/2009 (1:53 pm) · 88 comments
And now, for the big reveal...the new Torque 3D World Editor! Actually though, this is a partial reveal. What we're showing here will be the final look and feel to the World Editor, but it's only a partial representation of what's expected in the full release. Not shown here are new editors for materials, decals, creating roads and rivers, etc. In addition to all that, we may also expose some new physics functionality to the World Editor as well.
The viewport in the screens posted below do not show Tom's rewrite of the Terrain system yet either, which we expect will give us a lot greater detail and much better looking terrains.
There are a lot of hands in this project, and a lot is changing, but there were some really key people who contributed specifically to the World Editor. Internally, Matt Langley took his tools experience and contributed to the new direction and helped to prioritize the changes that would give us the biggest productivity gains. The Sickhead crew (Tom, Russell, James, and Ross) also contributed great ideas and helped with the code cleanup that let us do what we've done here.
Dave Wyand, who you all know very well for ShowTool Pro and his long history of contributing to the GG community, played a big role. There are two GG'ers most of you haven't met who've really helped shape the look, feel, and layout of the new World Editor. Steven Garcia and Jason Hetu.

Dave's Bio
"I've been an active member of the GarageGames community since 2002. I wrote the now widely used ShowTool Pro and was a key member of the Torque Constructor team. Having joined GarageGames full-time in 2006, I've been working behind the scenes on lots of brand new editors and now Torque 3D. I enjoy dressing up as a Mountie -- as all Canadians do -- and singing the Lumberjack song."
"I work on the tools side of Torque 3D, including the World Editor and GUI Editor."

Steven's Bio
"I grew up in a small city called, Corpus Christi, Tx. After a good 19 years, I picked up my stuff and moved to Tempe, Az. Then after deciding it was way too freaking hot there (seriously!); I got in touch with GarageGames and moved to Eugene for a QA internship. I worked hard in QA for a little longer than a year. Shortly thereafter I joined the Torque team as a tools programmer. So here I am today; 21 years old, loving my job, and doing my best."
"I've tackled a few projects for Torque 3D, most recently working on the World Editor. I also worked on restructuring each of our games and demo's file structures, and I'm still working on a consistency pass on all of our games and demo's."

Jason's Bio
"I graduated from the University of Oregon with a BFA in Digital Art in 2007. I started working at GarageGames this July as a Web Graphics Designer. I have since been working web graphics, print work, layouts, mockups, and engine GUI's. I really enjoy working as an artist here at GG. I also like the amount of different types of projects I have been able to be apart of since I have been here."
"I am working on updating the Torque 3D GUI's by re skinning them to have a more modern feel. I am also working with Steven Garcia to improve some usability issues with both the GUI system and the World Editor. I am also doing some visual cleanup of some of the GUI layouts and their functionality."
Without further scrolling then, here's a first look at what we've done:
Feel free to fire off questions in the comments. On the next go around (probably post-GDC), we'll show you this stuff in action, hopefully with the new terrain system and some really hot new content. More development blogs to come. This is post #14.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#22
I would have to agree that it was a bit of a downfall. I've been waiting for a "see the new World Editor features" blog for sometime and was looking forward to seeing some cool stuff (rather than just hearing about it). Oh well...now I'm really dying to see it. =)
Anyway, great work!
One question: You mentioned an editor/tool for creating rivers and roads. Will this be adding geometry for more detail or simply editing the height map (either way, it sounds like a great tool)? If it does the former, will there be a voxel editor as well?
03/17/2009 (8:25 pm)
@Marcus: Well, it tells us they are working on some great, yet not fully functional, new features. =PI would have to agree that it was a bit of a downfall. I've been waiting for a "see the new World Editor features" blog for sometime and was looking forward to seeing some cool stuff (rather than just hearing about it). Oh well...now I'm really dying to see it. =)
Anyway, great work!
One question: You mentioned an editor/tool for creating rivers and roads. Will this be adding geometry for more detail or simply editing the height map (either way, it sounds like a great tool)? If it does the former, will there be a voxel editor as well?
#23
Just knowing that all of the other editors exist "even though we have not seen them" make feel all warm and fuzzy inside.
Plus with the collada support "plus the new XSI exporter" people can now utilize mod tool and XSI. The art pipeline certainly seems to be coming together nicely.
03/17/2009 (8:36 pm)
yes I think the old gui put many people off. I think the best improvements are the the feedback from what I have read things happen instantly no more save mission and reload and things of that nature. that used to make things downright depressing.Just knowing that all of the other editors exist "even though we have not seen them" make feel all warm and fuzzy inside.
Plus with the collada support "plus the new XSI exporter" people can now utilize mod tool and XSI. The art pipeline certainly seems to be coming together nicely.
#24
But it looks like it still has a long way to go because it still seems to intend to use the antiintuitive and antiproductive structure from which TGE has been suffering since its beginning.
Please take the opportunity that you break with the old torque to finally get rid of that editor aspects as well.
There are so many good examples of well designed editor interfaces and TGE just isn't. Its more commonly listed in the "don't s" of interface designing.
Visual Studio is nice and powerfull for its purpose but taking the VS interface, make it even worse AND use it in a totally different environment for which it isn't opted is really not a desired state.
That I still see the ugly, unprecise and totally world size independent indicators beeing in place actually shocks me. I expected to see real improvements on the visual response end as the Editor together with the Art Pipeline is Torques major problem.
Naturally I am not here to rant but I want to give some constructive feedback (potentially not to objective formulated thought), so I am listing a few world editors that will give you an idea what basic capabilities the editor needs to meet for its intend sector. Also they all work different so you get kind of an overview of things that potentially would fit better into T3Ds system.
Freeworld3d 2, Grome, PnP TerrainCreator, Unity 2.5
I expect to see an editor that is at least able to smoke Freeworld 3D / PNP without problems as those are hobbiest editors, which is below T3Ds target sector.
Grome / Unity 2.5 class editor and features is more what I espect to see in an Indie targeted technology
03/17/2009 (9:21 pm)
Looks nice and like a good start and base for a professional editor. Althought it mainly looks like a reskinning? (or potential replication of the Torque GUI stuff through real GUI so it finally stops stuttering like mad in any real map with a few hundreds to a few tousand single objects)But it looks like it still has a long way to go because it still seems to intend to use the antiintuitive and antiproductive structure from which TGE has been suffering since its beginning.
Please take the opportunity that you break with the old torque to finally get rid of that editor aspects as well.
There are so many good examples of well designed editor interfaces and TGE just isn't. Its more commonly listed in the "don't s" of interface designing.
Visual Studio is nice and powerfull for its purpose but taking the VS interface, make it even worse AND use it in a totally different environment for which it isn't opted is really not a desired state.
That I still see the ugly, unprecise and totally world size independent indicators beeing in place actually shocks me. I expected to see real improvements on the visual response end as the Editor together with the Art Pipeline is Torques major problem.
Naturally I am not here to rant but I want to give some constructive feedback (potentially not to objective formulated thought), so I am listing a few world editors that will give you an idea what basic capabilities the editor needs to meet for its intend sector. Also they all work different so you get kind of an overview of things that potentially would fit better into T3Ds system.
Freeworld3d 2, Grome, PnP TerrainCreator, Unity 2.5
I expect to see an editor that is at least able to smoke Freeworld 3D / PNP without problems as those are hobbiest editors, which is below T3Ds target sector.
Grome / Unity 2.5 class editor and features is more what I espect to see in an Indie targeted technology
#25
03/17/2009 (9:50 pm)
Having the inspector tree and creator in tabs instead of separate panels looks like a big plus to me. And what looks like a roll-out/collapsing toolbar, hmm... I wonder how easy it would be to add to that. Overall, in my opinion, a re-skin is a nice thing to have especially with the Win95 look of the "old" editors -- great job!Quote:Not shown here are new editors for materials, decals, creating roads and rivers, etc. In addition to all that, we may also expose some new physics functionality to the World Editor as well.Now that certainly merits attention!
#26
Perception is a very funny thing. I friend of mine (a game dev) always fights with me about overbearing tools. Like quite a bit of professional game devs out there he likes a simpler tool and a bigger focus on tech. On the other hand I know I am a fan of tools and plenty of others who are. When you also go between artists and programmers you get a wide array of thoughts and opinions.
The point being we all have our own perceptions and probably more importantly our own expectations. What may be amazingly useful and wanted for one of us may not be so for many others.
No considering we are far from new to the challenges of taking input in, taking criticism and parsing out the useful tidbits, as well as baring our thick skin and not take things personally. Especially when people talk to you like you are clueless, as if you live under the rock. It's kind of like being a math teacher and someone coming up to you and asking if you know algebra. Most of the time it isn't meant to offend and if anything it means the people saying such comments simply are as passionate about the topic as we are (considering we eat sleep and breath it). So that is enough to allow one to not take it personally and calmly take the useful comments, ignore the insulting ones, and respond letting one know that you actually do spend quite a bit of time researching things.
I think some people would be surprised how much time we spend trying out other editors and engines, as well as researching them and getting feedback from users of them. I mean if Blizzard has taught the game industry anything (especially with WoW) is that to be the most successful often it means learning off of your competition what works and doesn't work, turn their mistakes and strengths into your benefits. We do put quite a bit of effort into that. We all know we can't accomplish what we want in 40 hours a week and like the rest of our community we steal time from our "free time" to do what we enjoy. On top of that there are a lot of good game editors out there, but a game editor's goal isn't simply to edit things, it's to produce a game. Torque has proven time and again that it is a solid game engine. Now not to say we don't plan on making a good game editor, but it's also important that the end result can live up to our users expectation, that it's performant and can be used to develop stable and solid games.
As I said I'm good at pointless rants lol, but maybe that gives a bit of our perspective (at least through my eyes) to you, since many of you were kind enough to share yours, fair enough I'd say :)
</end pointless rant>
What's shown are simply some pictures. What you can see is the new skin and even more the new layout.
Now such a thing may seem trivial... but to all of us involved in it it is far from so. What isn't seen is the iterations of ideas, art, and layouts. Sure to re-skin and re-layout a tool it doesn't take much time. On the other hand to do it, then analyze it (get some usability feedback) and do it again, rinse and repeat a simple task can take forever, especially in the tool department.
If anything what you see can tell you that we do take our tools seriously. We are putting quite a bit of time and effort into the workflow of them and not just raw functionality. As we all know what use is functionality if you can't utilize it :)
As we all know real progress is gained through iteration, which requires taking things steps at a time. If one gets too ambition you end up with a great game editor, but not one that produces great or many games. So we don't want to lose what defines Torque as an experienced and solid game engine for serious indie game devs. Though we do want it to deliver on strong editor experience too.
So what you see is just another step in the direction. The workflow is much improved, beyond what you can see. Better yet we don't sacrifice the capabilities for a game editor. We are trying to learn what the other editors do well and what they don't and stepping ours towards that.
Anything that is gained and achieved with stability is accomplished in steps, this is one of the more important steps, to re-skin and re-layout a lot of the existing functionality. To make it more usable and improve the workflow as well as add new features and functionality. To build a solid foundation.
With that said keep the feedback coming :)
03/17/2009 (10:14 pm)
Well as usual lots of comments... some happy people, some critical people, some constructive feedback, and some pointless ranting. I wouldn't call it a good set of posts if it didn't involve all of those (I know I'm pretty good at the pointless ranting myself) :)Perception is a very funny thing. I friend of mine (a game dev) always fights with me about overbearing tools. Like quite a bit of professional game devs out there he likes a simpler tool and a bigger focus on tech. On the other hand I know I am a fan of tools and plenty of others who are. When you also go between artists and programmers you get a wide array of thoughts and opinions.
The point being we all have our own perceptions and probably more importantly our own expectations. What may be amazingly useful and wanted for one of us may not be so for many others.
No considering we are far from new to the challenges of taking input in, taking criticism and parsing out the useful tidbits, as well as baring our thick skin and not take things personally. Especially when people talk to you like you are clueless, as if you live under the rock. It's kind of like being a math teacher and someone coming up to you and asking if you know algebra. Most of the time it isn't meant to offend and if anything it means the people saying such comments simply are as passionate about the topic as we are (considering we eat sleep and breath it). So that is enough to allow one to not take it personally and calmly take the useful comments, ignore the insulting ones, and respond letting one know that you actually do spend quite a bit of time researching things.
I think some people would be surprised how much time we spend trying out other editors and engines, as well as researching them and getting feedback from users of them. I mean if Blizzard has taught the game industry anything (especially with WoW) is that to be the most successful often it means learning off of your competition what works and doesn't work, turn their mistakes and strengths into your benefits. We do put quite a bit of effort into that. We all know we can't accomplish what we want in 40 hours a week and like the rest of our community we steal time from our "free time" to do what we enjoy. On top of that there are a lot of good game editors out there, but a game editor's goal isn't simply to edit things, it's to produce a game. Torque has proven time and again that it is a solid game engine. Now not to say we don't plan on making a good game editor, but it's also important that the end result can live up to our users expectation, that it's performant and can be used to develop stable and solid games.
As I said I'm good at pointless rants lol, but maybe that gives a bit of our perspective (at least through my eyes) to you, since many of you were kind enough to share yours, fair enough I'd say :)
</end pointless rant>
What's shown are simply some pictures. What you can see is the new skin and even more the new layout.
Now such a thing may seem trivial... but to all of us involved in it it is far from so. What isn't seen is the iterations of ideas, art, and layouts. Sure to re-skin and re-layout a tool it doesn't take much time. On the other hand to do it, then analyze it (get some usability feedback) and do it again, rinse and repeat a simple task can take forever, especially in the tool department.
If anything what you see can tell you that we do take our tools seriously. We are putting quite a bit of time and effort into the workflow of them and not just raw functionality. As we all know what use is functionality if you can't utilize it :)
As we all know real progress is gained through iteration, which requires taking things steps at a time. If one gets too ambition you end up with a great game editor, but not one that produces great or many games. So we don't want to lose what defines Torque as an experienced and solid game engine for serious indie game devs. Though we do want it to deliver on strong editor experience too.
So what you see is just another step in the direction. The workflow is much improved, beyond what you can see. Better yet we don't sacrifice the capabilities for a game editor. We are trying to learn what the other editors do well and what they don't and stepping ours towards that.
Anything that is gained and achieved with stability is accomplished in steps, this is one of the more important steps, to re-skin and re-layout a lot of the existing functionality. To make it more usable and improve the workflow as well as add new features and functionality. To build a solid foundation.
With that said keep the feedback coming :)
#27
03/17/2009 (10:19 pm)
ADD: There always is more to do, more to accomplish. I hope we never get to the point we say everything is perfect the way it is, because that would mean we've given up and have become self deluded. Swimming through the sea of possibilities and grabbing onto the things that you know can be achieved for solid rewards is a challenge... As lofty as our ideas can be (ohh and trust me we have some pretty good long conversations about some features and editor functionality that no editor has accomplished yet) we must be strong enough to be grounded. To make the next achievable step, to make the best editor and product and deliver and the best experience we can, realizing if we lose our feet not only do we fall down but our users do too.
#28
i also see locking of objects in your images so we don't move them around when we don't when them moved. i like that we will be able to lock the placement of things in the editor.
ya i would like to see more then 8 textures for the terrain i have always hated limited weather poly limit or what ever it might be.
i like what your going with the editor it just looks easy to use. i am also seeing path and physical zone and trigger in the one image so its looking even better with small stuff like that shown.
thanks for telling us about the roads and rivers i hope those editors will be some what like hero engine. though i could come up with a better way then what hero engine has for the rivers editor as i need a better way in another engine but might very to complex to put that in. i will continue to look forward to T3D blogs has most of them are super good though this is not the best but i still like this one its got lots of details hidden.
03/18/2009 (12:49 am)
i like the new look of the editor looks easy to use as TGEA you got things placed all over and its just a pain to find them if you don't remember where it is. :Pi also see locking of objects in your images so we don't move them around when we don't when them moved. i like that we will be able to lock the placement of things in the editor.
ya i would like to see more then 8 textures for the terrain i have always hated limited weather poly limit or what ever it might be.
i like what your going with the editor it just looks easy to use. i am also seeing path and physical zone and trigger in the one image so its looking even better with small stuff like that shown.
thanks for telling us about the roads and rivers i hope those editors will be some what like hero engine. though i could come up with a better way then what hero engine has for the rivers editor as i need a better way in another engine but might very to complex to put that in. i will continue to look forward to T3D blogs has most of them are super good though this is not the best but i still like this one its got lots of details hidden.
#29
Also, about the whole "it's just a reskinning" thing. Designing a UI is about designing workflow. Usability. It is a fairly subtle art, and its also a huge pain in the backside.
The RPG I'm making has a lot of stats and screens and buttons during character creation, I've spent days tweaking and adjusting and trying to get it so it's as efficient to use as possible in all use cases. When the player changes their mind and wants to go back and clicks X before Y etc etc. And I'm still not satisfied with it.
New features are sweet and all and I'm sure we're all keen to see those hinted at new editors. But the majority of the TGE GUI refactor shouldn't be new features, it should be about optimizing workflow. Because let's be honest, many of us feel like we're fighting the current editor to achieve what we want. That is the real trick to UI design, to make it efficient and easy to work with. In fact if you've done your job right the user barely even notices the UI.
It's going to be difficult to show off "workflow" in a few screenshots. Let's be patient and wait for videos.
03/18/2009 (2:16 am)
Looking good guys, looking good.Also, about the whole "it's just a reskinning" thing. Designing a UI is about designing workflow. Usability. It is a fairly subtle art, and its also a huge pain in the backside.
The RPG I'm making has a lot of stats and screens and buttons during character creation, I've spent days tweaking and adjusting and trying to get it so it's as efficient to use as possible in all use cases. When the player changes their mind and wants to go back and clicks X before Y etc etc. And I'm still not satisfied with it.
New features are sweet and all and I'm sure we're all keen to see those hinted at new editors. But the majority of the TGE GUI refactor shouldn't be new features, it should be about optimizing workflow. Because let's be honest, many of us feel like we're fighting the current editor to achieve what we want. That is the real trick to UI design, to make it efficient and easy to work with. In fact if you've done your job right the user barely even notices the UI.
It's going to be difficult to show off "workflow" in a few screenshots. Let's be patient and wait for videos.
#30
03/18/2009 (3:12 am)
I hope use the new tool to edit my world....:D
#31
03/18/2009 (4:56 am)
Looks good. I am interested in the comments on roads and rivers. If that means road and river creation are going to be inline with how say Crysis creates theirs, then that is a big improvement in itself.
#32
For the prices being tossed around for T3D, I sure hope I don't have to go out and purchase a kit for each genre I plan to make a game for and a Forest Kit in addition to T3D to consider myself working with "one powerhouse SDK"...
Matt, I apologize, but this reads like you are actually preparing T3D users to expect the same editor w/ shiny UI art and a new layout. (I can't find the link right now, but there was a resource out there that already did a lot of this same reskin / relayout stuff for TGEA's world editor. Reminder: resources are free.) Intentions are great, and we're happy you guys have a lot of big ideas that you aren't sure you have time to accomplish. But if you're going to ask people to pay for a product, you have to deliver, and you better not deliver what they already have.
03/18/2009 (5:49 am)
Quote:If you add to this the new genre kits people are working on (both announced and unannounced) as well as Tom's Forest Kit tech, you're going to be working with one powerhouse SDK in Torque 3D.
For the prices being tossed around for T3D, I sure hope I don't have to go out and purchase a kit for each genre I plan to make a game for and a Forest Kit in addition to T3D to consider myself working with "one powerhouse SDK"...
Quote: Perception is a very funny thing. I friend of mine (a game dev) always fights with me about overbearing tools. Like quite a bit of professional game devs out there he likes a simpler tool and a bigger focus on tech. On the other hand I know I am a fan of tools and plenty of others who are. When you also go between artists and programmers you get a wide array of thoughts and opinions.(continued, but I didn't want to just cut and paste the whole thing.)
Matt, I apologize, but this reads like you are actually preparing T3D users to expect the same editor w/ shiny UI art and a new layout. (I can't find the link right now, but there was a resource out there that already did a lot of this same reskin / relayout stuff for TGEA's world editor. Reminder: resources are free.) Intentions are great, and we're happy you guys have a lot of big ideas that you aren't sure you have time to accomplish. But if you're going to ask people to pay for a product, you have to deliver, and you better not deliver what they already have.
#33
GarageGames' Torque 3D Engine And Web Publishing
03/18/2009 (6:00 am)
Saw this over on Gamasutra :) GarageGames' Torque 3D Engine And Web Publishing
#34
03/18/2009 (6:46 am)
I Just saw that to. Seems the proverbial cat is out of the bag in some ways lol.
#36
03/18/2009 (7:31 am)
Wow. They named pricing. I'm OK with those numbers. Maybe that's post 15.
#37
We preferred the old licence related to the income of the software house. We hope you will add the possibility to add only which addons one wants from the professional licence for a price cause I for example don't need the web publishing option...
We could stick with my TGEA but will it be still developed?
(well we could simply go to cheaper alternatives...)
03/18/2009 (8:15 am)
mmm (after reading Gamasutra) 1000€ per seat for the full source code and the unified lighting system it's a bit too high for an indie engine.We preferred the old licence related to the income of the software house. We hope you will add the possibility to add only which addons one wants from the professional licence for a price cause I for example don't need the web publishing option...
We could stick with my TGEA but will it be still developed?
(well we could simply go to cheaper alternatives...)
#38
Ahem.. something we should know??? ;)
03/18/2009 (8:34 am)
"...GarageGames business development VP Bretty Seyler called the..."Ahem.. something we should know??? ;)
#39
No apology needed :)
Well some of my comments are guided towards that since that's a lot of what is shown. Though "workflow" is another key feature. Tool development is an interesting beast in this regard, a lot like documentation it's something many people take for granted. To make a new layout and skin is easy, just like making almost any tool is fairly easy. Making it good by designing, creating, testing it, getting usability feedback (and we are doing usability testing as well), re-design and re-create and then test again, rinse and repeat. To get something as conceptually simple as a new UI skin, layout, and better workflow can take a lot of work and time if done right.
Doing something is easy, doing something right (especially in tool dev) is a whole lot of work.
On that note we do have plenty of new features as well, though if we didn't make the existing workflow solid and spend quite a bit of time on it what would be the point of adding new features.
So I'm not trying to sell people on just the layout, workflow, and re-skin, since as mentioned we have some pretty nice new features coming down, though I am pointing out how important the layout, workflow, and re-skin is. Again, like documentation, some tool work can get overlooked when in truth it may be some of the most important experience. I mean what is more important than the general workflow of the editor, it's what a user uses the most, if we ignore that we could add all the features in the world and the experience would still be limited :)
03/18/2009 (9:39 am)
"Matt, I apologize, but this reads like you are actually preparing T3D users to expect the same editor w/ shiny UI art and a new layout."No apology needed :)
Well some of my comments are guided towards that since that's a lot of what is shown. Though "workflow" is another key feature. Tool development is an interesting beast in this regard, a lot like documentation it's something many people take for granted. To make a new layout and skin is easy, just like making almost any tool is fairly easy. Making it good by designing, creating, testing it, getting usability feedback (and we are doing usability testing as well), re-design and re-create and then test again, rinse and repeat. To get something as conceptually simple as a new UI skin, layout, and better workflow can take a lot of work and time if done right.
Doing something is easy, doing something right (especially in tool dev) is a whole lot of work.
On that note we do have plenty of new features as well, though if we didn't make the existing workflow solid and spend quite a bit of time on it what would be the point of adding new features.
So I'm not trying to sell people on just the layout, workflow, and re-skin, since as mentioned we have some pretty nice new features coming down, though I am pointing out how important the layout, workflow, and re-skin is. Again, like documentation, some tool work can get overlooked when in truth it may be some of the most important experience. I mean what is more important than the general workflow of the editor, it's what a user uses the most, if we ignore that we could add all the features in the world and the experience would still be limited :)
#40
Hey everyone! I'm the main developer at sickhead working on rivers / roads. I really look forward to being able to show off this new tech and tools.
The plan was to have a blog dedicated to it at some point, but it doesn't look like we are going have time to do that before GDC...
So lets plan for a early post GDC river / road tech and tools blog post, ok?
Free screenies!


03/18/2009 (10:26 am)
@ river, decal, road commentsHey everyone! I'm the main developer at sickhead working on rivers / roads. I really look forward to being able to show off this new tech and tools.
The plan was to have a blog dedicated to it at some point, but it doesn't look like we are going have time to do that before GDC...
So lets plan for a early post GDC river / road tech and tools blog post, ok?
Free screenies!


Torque 3D Owner Marcus Daw