Game Development Community

Torque 3D Development - Beta 4!

by Matt Fairfax · 07/17/2009 (3:54 pm) · 68 comments

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

warrior-camp-wide


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:

showoff-song-yongjin-01           showoff-song-yongjin-02           showoff-song-yongjin-03
showoff-daniel-hopkins-01           showoff-daniel-hopkins-02           showoff-deepscratch
showoff-julianr           showoff-j           showoff-qbound
showoff-sickhead-barricade           showoff-hewster           showoff-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:

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.

#41
07/20/2009 (4:54 am)
@Christian
Turn off the MSAA you forced on in the driver.
#42
07/20/2009 (5:18 am)
Wow this new version is really great! I can't wait to download it and work on my new beard-growing simulation game!

-Corn Daddy
#43
07/20/2009 (7:29 am)
It seems my post was missed. Can anyone answer that?
#44
07/20/2009 (7:37 am)
If the add-on has been ported to Torque 3D, it will say so in the product description. You can also keep a watch on the blogs here at GarageGames from the product developers to see if they have a timeline on release.
#45
07/20/2009 (11:15 am)
@PAT
can't remember that i turend it on,
( didn't even know it was there...)
BUT anyway MANY THX THX THX

it works now. the light-effects
and all the different shaders look
SIMPLY FANTASTIC. i don't think there is
any highend engine around which looks any better.
950.- bucks very well spent!

CHRISTIAN

P:S. after a while the engine is
getting slower and slower..
but maybe it's because it is
BETA ..things will get BETTA(R) ;-)
#46
07/20/2009 (11:47 am)
Thanks a million guys. I remember when I went to the first Indie Games Con and got a very cold welcome for my 15 page bitchfest on how the engine needed to be "user friendlied up."

Now all my dreams have come true. After years of knowing that you'd get it done, you've got it done!

I think I'm finally the proud owner of one of the best building platforms around.

Thanks again!
#47
07/20/2009 (3:11 pm)
@Victor: 15 pages? We had a good 40-50 pages of internal usablity bitches that we used to create the Torque 3D spec :) You're right, it's a long overdue update, but one that I think will over deliver despite it's late arrival. Thanks for coming back!
#48
07/20/2009 (4:51 pm)
how to get access to download the beta 4?
#49
07/20/2009 (5:02 pm)
@paulo: purchase the pre-order and it will be available to you.
#50
07/21/2009 (4:25 am)
Looks nice, would you mind informing us when the web distrubtion feature will be implimented, and will this feature also end up in TGB?
#51
07/21/2009 (6:11 am)
@Anthony
I believe web deployment was functional in Beta 3 (perhaps 2). And it is planned to Torque 2D as well.
#52
07/21/2009 (8:37 am)
Cannot wait for the demo to play with, so I can bitch more :)
#53
07/21/2009 (9:09 am)
what load *.dsq to player.dts?
why can't use exec(".."); add in datablocks/BoomBot.cs

exec("art/shapes/players/BoomBot/BoomBot.cs"); //--here...

datablock DecalData(BoomBotFootprint)
{
size = 0.75; // Boom Bots have big feet
material = CommonPlayerFootprint;
};

datablock PlayerData(BoomBotData : DefaultPlayerData)
{
renderFirstPerson = false;
emap = true;

airControl = 0.3;

jetJumpForce = 8.3 * 10;
jetJumpEnergyDrain = 0.6;
jetMinJumpEnergy = 0;

maxForwardSpeed = 24;
jumpForce = 12.3 * 90;

//className = Armor;
shapeFile = "art/shapes/players/BoomBot/BoomBot.dts";

boundingBox = "1.1 1.2 2.5";
pickupRadius = 0.75;

// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;

// Foot Prints
decalData = BoomBotFootprint;
decalOffset = 0.25;
};
#54
07/21/2009 (9:56 am)
@Szzg007:
Not really the purpose of a blog, but that line isn't necessary anymore. The loading of a TSShapeConstructor is "automagical" now. There have been several threads discussing/mentioning this in the Torque 3D forums if you need more information.
#55
07/21/2009 (7:49 pm)
The engine is looking really Fab!
#56
07/22/2009 (8:08 am)
Me and my brother use the TGA. we bought the product some time.

But of course as I and my brother, before buying the TGA, we try the product trial version.

We seek more the engines with the tools, WYSIWYG. (What you see is what you get).
It is unfortunate, there is no in oval or trial version of TORQUE 3d to try before we buy.

We don´t use anymore the SDK versions, we only work engines whit editors etcc to reduce time of work for us.
#57
07/22/2009 (10:25 am)
@Paulo:

There is no demo right now - That's because it's still in development. While I don't work here, I'm pretty sure you will see some sort of demo once the new engine is released.

The good news is that the new editors are way ahead of the earlier stuff. While there are still some bugs (it's a beta after all), It is still much, much easier and faster to do things now than ever before. I think you will be very happy. In the meantime, check out the show off thread, and the vimeo videos that show some of the new editors in action.
#58
07/22/2009 (4:55 pm)
Hi,

How do you actually get the beta? Preorder the engine?

James
#59
07/22/2009 (4:56 pm)
Yes, and it includes TGE and TGEA
#60
07/22/2009 (4:59 pm)
Also another quick question. Is this a complete rewrite of TGEA or is this based off TGEA's code?