Torque 3D Development - Beta 4!
by Matt Fairfax · 07/17/2009 (3:54 pm) · 68 comments


Download Torque 3D Beta 4 from your Account
I'm not sure how, but I believe we have managed to get more into Beta 4 than we did into Beta 3 and we did it in half the time! You'll find the complete list in the Torque 3D forums.
New Stuff in Beta 4!
Datablock Editor - This new editor allows you to quickly and easily update the shared data that powers so much of Torque from inside of the World Editor. Quickly create and modify datablocks and watch the changes happen in realtime while saving directly into your existing scripts.

Undercity - First debuted at GDC 2009, this tight, fast paced deathmatch map by Logan Foster and Adrian Wright of Max Gaming Technologies has been pushing the boundaries of our lighting system and Collada loader since day one. This level is helping to lead the way in redefining what a "Torque" level can be.

Beta 4 also includes...
- Dynamic lighting in Basic Lighting
- A Cubemap Editor accessible from the Material Editor
- Specular Maps which allow you to control your shape's specular color and power on a per pixel level

- Vastly improved Depth of Field PostFX
- Simple example objects with source code to demonstrate how to best use GFX2
- Support for non-convex (polysoup) collision meshes

Decal Editor Video Tutorial
Be sure to not miss the latest of Lara Engebretson's excellent video tutorials about how to use the Decal Editor:
Torque 3D Showoff!
One of the most impressive thing about Torque 3D is just how quickly people are getting incredible artwork into their games! There has a been a ton of developers and artists willing to show off cool things they are doing with Torque 3D and for Beta 4 we decided to open up that thread so that everyone can see the jaw-droppingly cool stuff that has been happening during the Beta. For those of you who don't own Torque 3D yet, be sure to ask questions about it in our new open forum. (The private Torque 3D forum will continue until full release.)
Here is just a small sampling from Song Yongjin, Daniel Hopkins, deepscratch, JulianR, J, Qbound, Tom Spilman, Hewster, and Steve Acaster:




There are also a number of beautiful Torque 3D videos floating around. Here are some from Steve Acaster, the ever excited and industrious OmegaDog, and deepscratch:
More development blogs to come. This is post #27.
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, and the 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 - Documentation
- Post #27 - Beta 4!
- Post #28 - Coming Soon!
About the author
By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#2
That decal editor is great.
07/17/2009 (4:21 pm)
Oh god you put the dino parody on the page ... face/palm.That decal editor is great.
#3
07/17/2009 (4:37 pm)
33% downloaded, at 264KB/Sec.....
#4
Thx for beta 4! ..I expected to wait another week or 2. ;)
07/17/2009 (4:43 pm)
deepscratch, send me an email so I can chat with you. I can't remember if I have your email or not. thx.Thx for beta 4! ..I expected to wait another week or 2. ;)
#5
I love that video =) It actually has some pretty nice shots/angles of your level geometry also.
07/17/2009 (4:45 pm)
Steve,I love that video =) It actually has some pretty nice shots/angles of your level geometry also.
#6
07/17/2009 (4:47 pm)
Awesome job GG! Keep it up!
#9
It looks fantastic folks.
07/17/2009 (5:00 pm)
What I want to know is if the devs are getting over all the whip marks from all those fixes and additions? :-DIt looks fantastic folks.
#10
07/17/2009 (5:13 pm)
Grabbing it now. I guess you guys are sleeping about as much as I am these days.
#11
Aun.
www.mayansoftware.com
07/17/2009 (6:00 pm)
COOL! Can't believe it was this fast for updates on beta 3 -> beta 4. Great work GG !Aun.
www.mayansoftware.com
#13
Super job Torque3D Dev Team!
Woot! Woot! ...The Awesome Continues... Woot! Woot!
07/17/2009 (6:41 pm)
Woot! Woot! ...The Awesome Continues... Woot! Woot!Super job Torque3D Dev Team!
Woot! Woot! ...The Awesome Continues... Woot! Woot!
#14
07/17/2009 (6:58 pm)
Yay! I've spent about 40 hours this week (in addition to regular work) programming in Beta 3. I'm VERY excited to see what's been added to B4.
#15
Are the shore line surf effects a standard feature now?
07/17/2009 (8:50 pm)
This looks so good! Are the shore line surf effects a standard feature now?
#16
07/17/2009 (9:15 pm)
Quote:Are the shore line surf effects a standard feature now?I think they always were, you just need to crank up their settings a bit to make them more noticeable.
#18
07/17/2009 (9:53 pm)
Looking strong Matt, congrats to everyone responsible. Looking forward to see how this shakes out with my current projects.
#19
07/17/2009 (11:29 pm)
@Jay: Are you doing some research on your next educational game? Would love to see screenshots of how it's coming along, if you can manage the time. :)
#20
07/18/2009 (5:23 am)
i has wait beta4 so loooooooooooooong~ time
Torque Owner zoid
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