Game Development Community

Torque 3D Development - Beta 3!

by Brett Seyler · 06/24/2009 (1:45 pm) · 130 comments

68.233.5.139/~transfer/brett/header_blog_t3d_dev-1.png

Thanks for your patience everyone. I know this was a longer stretch than expected between Beta 2 and 3, but wow, we've been busy!

Download Torque 3D Beta 3 from your Account


Again, we have an enormous list of new stuff (see below), improvements (~200), (fixes (100+) and known issues you'll find posting in the Torque 3D forums.


New Stuff in Beta 3!


Shape Editor - This new feature allows you to apply various changes to a mesh after it is loaded. You can merge animations, define nodes, rename meshes, and more. Tutorial video and extensive docs on this are forthcoming, but it's pretty intuitive to play with, so have fun!


                      


Decal Editor - This allows you to quickly paint and edit decals in the scene. On the engine side, we've done a major rework of Decal-related source code, so it's now much more efficient and significantly easier to understand. As with the Shape Editor, we'll have a tutorial video and extensive docs available soon.


                      


Mesh Road Editor - This allows you to quickly prototype a 3D mesh road. We're stressing the word "prototype" here because there's a lot this tool is not yet wired to do. For example, applying an arbitrary mesh profile (for different shaped roads with curbs for example) is not yet possible. This would be an excellent community project if someone want to give it a go, but we're going to leave this as a prototyping tool in this release.


                      


Beta 3 also includes...

  • Major reworking of the Material Editor to improve flow and usability
  • Material Selector and tagging system for Materials


  •                       



  • Full pureLIGHT support including improved Tonemapping and the new Vertex Color Lighting (allows you to bake lighting into the vertex colors...more efficient for small/dense meshes) as well as support for mixing with Advanced Lighting


  • purelight_t3d_demo17



  • A new pureLIGHT Demo with several new example scenes


  •                       


  • Portal and Zone objects and exposed them to the World Editor
  • SFX now supports streaming sound
  • Switched Glow to be a new PostFX
  • Improved TerrainBlock rendering
  • Normal mapping and Parallax mapping for TerrainMaterials


  •            


  • Added Parallax mapping to mesh Materials

  • Mac / OSX Support for:
    • Basic Lighting
    • TerrainBlock
    • Water
    • ScatterSky
    • CloudLayer
    • Toolbox
    • pureLIGHT
  • Interiors can now be exported to Collada via the World Editor


  • farm4.static.flickr.com/3308/3638056486_ecf7fc6eae.jpg



  • A Toggle Visibility tool to World Editor which allows for toggling on and off various debug rendering modes as well as toggling the visibility of various game classes


  •                       


  • Vastly improved Reflection handling
  • New 'soft snap' capability to the World Editor (hold down CTRL while moving selected objects to activate it)
  • New PhysX Cloth object and exposed it to the World Editor (video from last week if you missed it)




  • PhysX 2009-06-17 Cloth 3           PhysX 2009-06-17 Cloth           PhysX 2009-06-17 Cloth 2



    For the full monster list of improvements, fixes, and remaining known issues, see the Torque 3D forums for details.

    If you're ready to move to Torque 3D, you can still get your $100 OFF pre-order discount right now. This discount will be reduced to $50 OFF at the end of June. If you're already a Torque 3D owner, congrats! Don't forget to post your Beta 3 feedback in Torque 3D Private Forums. We need your help to get to the finish line!

    We've still got a ways to go to fully catch up on the Mac / OSX side, but we're moving quickly. Full feature and stability parity with Windows is our goal for Beta 4.

    More development blogs to come. This is post #25.

    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.

    Page«First 1 2 3 4 5 6 7 Next»
    #121
    07/01/2009 (5:15 pm)
    Sure. E-mail sent.
    #122
    07/04/2009 (9:25 am)
    @ Steve YorksireRifles: Great joke:), but answer not good enough for me...
    Commercial license is not so cheap, so I need to know when I can get the final product. At least approx.
    #123
    07/04/2009 (2:42 pm)
    Glad you laughed!

    I remember reading somewhere (but I can't find the link/source) that there was an expected 2 more betas, so Aug/Sept for final as a possible date zone ... depending on how things go ... maybe.
    #124
    07/05/2009 (3:12 pm)
    Looking great, nice work
    #125
    07/05/2009 (10:50 pm)
    I have a question...

    Will the OpenCL API be implemented into the Torque Engines someday? It would be very good for online games that require servers to produce high amounts of math and calculations. Since servers generally do not generally run the graphics.

    Any ideas on this? I would really like to see this happen.
    #126
    07/06/2009 (10:00 pm)
    @Tyler: Then again, servers typically don't have 3D graphics cards to run OpenCL on either. At least not any server that you want to be stable anyway.
    #127
    07/12/2009 (8:57 am)
    OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!OUT Wetness & Precipitation !!
    #128
    07/13/2009 (12:06 am)
    @Szzg007 the fxSun is in Beta3 read the docs to find out how to activate it look for SkatterSky. Here is how to get light rays! www.garagegames.com/community/forums/viewthread/92475

    Here is a video of it :) I wish wetness and perception like in the videos was available too but its not, I'm sure you can find something else to work on while we all wait.

    AutoHD Link www.youtube.com/v/KkvRGOBEFzc&hl=en&fs=1&rel=0&hd=1

    #129
    07/13/2009 (4:11 pm)
    thanks master very!!!
    #130
    09/20/2009 (8:36 pm)
    Hey I am currently In the process of Creating assets for torque 3D. I am familiar with collada exporting to the unreal engine using maya as the 3d modeling package but not so much with torque. I was wondering if anybody had any sort of documentation or ideas on exporting from maya using collada and importing into torque 3d.I am going to be primarely using it for static meshes but any sort of information for dynamic meshes would be great. Thank you all for taking the time to read my post and I hope that some of you very talented men and woman can help me out in some way.
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