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Torque 3D Development - Release!!!

by Brett Seyler · 09/28/2009 (10:33 pm) · 335 comments

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We're finally here. Release day!

Download the Torque 3D 1.0 release from your account now!


It's been a bit quiet for the past month while we sprint to the finish. I've been in Europe demoing Torque 3D to publishers, studios and the press (you'll hear more about this soon). Meanwhile, the whole team here has been putting in a monster effort to bring you the most stable, solid release of Torque ever.

If you've already made the jump, you know that this is a whole new breed of Torque. The tools are ground breaking for development productivity. The content pipeline gets your art into Torque at light speed and live asset updating lets you iterate on your content in tools of your choice and watch them update in Torque instantly.

What's Inside

If you've been following these dev blogs, you've seen almost every feature of Torque demonstrated first hand. You can also find all these details neatly organized on the Torque 3D page as well. So down to details...here's what's in this release:

Engine
Advanced Lighting*
Particle System
Revamped Terrain System
COLLADA Import Pipeline
Audio API
Improved Material System
Improved Skinned Mesh Performance
PostFX System*
Improved Water Blocks and Planes
Physics (via PhysX)*
Live Asset Updating

New Tools
River Editor
Road Editor
Datablock Editor
Decal Editor
Particle Editor
Material Editor
Shape Editor
Viz Toggles
Collada Exporter (for Interiors)

Improved Tools
Terrain Editor
Terrain Painter
Object Editor
GUI Editor

Publishing**
Windows (D3D)
OSX (OGL)
Web (FF, IE, Chrome, Safari)

Projects

PhysX:
Cloth
Room

FPS Example:
Burg
Blank Room
Deathball Desert


* Limited or N/A on OSX
** Console licenses for all major platforms available separately.  Contact licensing@torquepowered.com for details.

FPS Example? Yes. If you've been a part of the beta groups, you've seen "FPS Genre Kit" as a project in previous builds (including Beta 5). We are planning to build out a much more robust and complete for-pay "FPS Genre Kit" (with improved functionality and documentation), but we want to minimize confusion between the projects. "FPS Example" has all of the same functionality as "FPS Genre Kit" from the betas. What you're seeing here is less content, but primarily a renaming.

Now, some of you are wondering "what's Burg?" Here is your answer...



In a couple weeks, we'll also be releasing Rasmus Deguchi's War Machine demo. Check it out here:



What about...


Gerhard's stuff
From the beginning, we've been very impressed with Gerhard was able to do with older version of Torque. I had hoped to ship Torque 3D with at least one demo of his stuff, but we encountered a few obstacles. Gerhard lost the artist he was working with and on the programming side, we struggled to keep his projects compatible with the Torque core, particularly GFX. Demos like "Wetness", "Depth of Field", "SSAO", and "Soft Particles" all showcase some great artwork and clever extension of Torque. We now have all these technical features in this release and neatly integrated in the PostFX system, with the exception of Wetness. We're going to follow up on that and build a nicer, more flexible implementation of Wetness into PostFX. See the discussion of that here. Much <3 to Pat Wilson and Sickhead for doing all this kickass PostFX stuff, including Light Rays, Scatter Sky and yes, even lens flares / coronas.

Undercity Demo
The Undercity Demo was built primarily to show at GDC last March. We're really proud of what Logan put together for us and we're looking at doing more work on this demo before releasing it either as part of the forthcoming FPS Genre Kit, or as a FPS Example.

Pacific Demo / Forest Kit
The Pacific Demo is built using Sickhead Games' Forest Kit foliage technology add-on. The Forest Kit is slated for a release to coincide with Torque 3D 1.1. This branch is already being actively worked on and you'll hear more about both the 1.1 release and the Forest Kit add-on in the coming weeks. Tom's already posted a nice teaser showing ground cover materials being properly lit by both Advanced Lighting, and Basic Lighting, all with wind animation.

Barricade Demo
The Barricade Demo was originally built to show off Torque technology circa 2006. Yikes. Sickhead Games are working on an updated version of this to be released in the near future.

Warrior Camp Demo
We never got to a point where we were satisfied with the way this looked, so it's been paused until we decide what (if anything) we want to do with it.

Luma's Racing Kit
Still in the works! Luma's been jamming on all kinds of other cool projects, including Rev, but they are working on finishing the Racing Kit in the next few months.


How is Torque 3D licensed?

The Torque 3D 1.x license is currently posted on the Torque 3D page. You can view it there. This document governs the Professional and Studio licenses. You'll find no reference to the "Basic." Why? As I've mentioned on several occasions where it's come up, we were never really hot on the spec for "Basic." It confuses the primary product spec ("Professional" and "Studio" share identical features) in creating a feature delta and frankly, the number of people who've jumped on the "Professional" license has convinced us that a "Basic" version is not really needed. What you'll see contemplated in the EULA we've posted is an "Artist" version instead. What we're considering here is offering a binary only, full-featured version of Torque 3D for $500 / seat. Discounts for owning prior versions of Torque would apply.

If you'd like to make your opinion known, log your vote in the form below. We'll defer making a final decision about this for at least a month or two.


No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.


What's Next?

A couple weeks ago we spun up an official Torque 3D 1.1 branch for work in parallel to the 1.0 release. The primary goals for the 1.1 release are:

1. Performance and optimization
This will mostly be targeted at improving Advanced Lighting (shadows), but the uber geniuses at Sickhead and GameClay keep coming up with ways to get cycles back all over the place. Don't be surprised to see huge improvements (over the already great performance) on mainstream hardware and embedded devices in the next couple releases.

2. Usability improvements
We've a bevy of new tools and we're not silly enough to think we did everything perfect the first, second (or 50th) time, so go, use them. Tell us what you like and don't like. We'll keep improving until they are as perfect as they can be.

3. Particle System refactor
This has been in the works for months actually and Pat (with the help of pureLIGHT) is preparing a fully awesomed-out particle system for 1.1. I'll save going into the spec for a separate blog, but it's going to be all kinds of hawt. Here's Pat showing off wiring up 150 point lights in a PhysX "Lightfall."

4. Core improvements necessary for compatibility with Forest Kit
These are ongoing, but expected to wrap with 1.1 and coincide with the much anticipated release of Forest Kit by Sickhead.

5. OSX feature parity
We're obviously a *little* disappointed we weren't able to get Advanced Lighting to run well enough on OSX to ship with this release (see Alex Scarborough's forum post on Advanced Lighting for details), but we're confident that Torque 3D is the best game engine ever released for OSX games. Basic Lighting (what you're seeing in the Burg Demo) is really a very advanced, very fast forward renderer capable of more than any previous lighting system we've had. Objects and materials can recieve up to 4 lights at a time and each light can cast projected shadows optionally. We'd also like find a workable cross-platform solution for physics. PhysX supports everything *except* for OSX, so we're likely to look at Bullet in the next few months. In all likelyhood, we may never achieve feature parity, but we'll push OSX as hard as it can be pushed for you guys, and then we'll push it harder.

The developer community is already on Torque 3D in a big way. Here are some highlights from past weeks you might not have seen. As always, cool, well made stuff contributed back will go into the core for everyone to use.

Particle Ripples | Parallax Terrain | Lens Flare & Coronas | Daniel Hopkin's Project | Song Yongjin's Project | Cartoon Project | Huge Terrain & Lots of Lights (<3 Danko) | Tom's Pretty Terrain | Deepscratch's PostFX | Brian Mayberry's Project | Yuri's GMK | Konrad Kiss's Xenocell | Gareth Fouche's Sewer Level | Jeff Faust's AFX | pureLIGHT (the incredible) | Violent Tulip's Verve | Travis Vroman's Blizzard Job Application | OMEGADOG!

Special thanks to Sickhead Games for contributing more to this release than I thought possible. You guys rock!

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.

#141
09/29/2009 (1:42 pm)
At this time im thinking and searching another engines for try to make the best deal...

The true facts:

1. T3D is cool, but is like a AAA engine, i need a 3D engine for casual games (not 2D). So maybe a need a very basic T3D (like TGEA)
2. I am living in Colombia, not USA or UK, (maybe you can giveme a work ;D), so $850 is 3 times the minimum monthly salary. Its a lot of money...
3. I expended 2 years studying the engine and game development, so i think that now i can make some commercial game.

so when you say no more TGEA, i am in shock!

#142
09/29/2009 (1:58 pm)
why not just make TGE and TGEA open source and adopt ID's model of providing ancient tech for free. There is obviously still a decent amount of demand for these engines as outdated as they currently may be, and who knows by making them open source, how much more business would be generated for GG and the middle ware developer by attracting new users who would not have tried the engine before.

#143
09/29/2009 (2:07 pm)
LOL, I can totally agree with that!

Doubt it would ever be considered, but the marketing genius behind doing that just might work to benefit us all!

P.S. Always keep the forums up, PLEASE!!
#144
09/29/2009 (2:21 pm)
Um I have a question... I'm in an about-to-start-up studio looking into iphone development. I thought of Torque as a basis for our games, because I've bought just about every torque release (TGE, TGEA, TX2D, TGBP). I'm wondering how it would work with Torque3D for the iPhone, which in the requirements states:

"You must have TGE(with a link to good old TGE) in order to use Torque 3D for the iPhone. Both products are sold separately."

With TGE being executed in november, how will our additional developers get a hold of it?



Congrats on the release of T3D, but I wish video in TGEA was finished first. Now I get the feeling it's never going to be.
#145
09/29/2009 (2:22 pm)
Regarding TGE/TGEA Forums

They will stay open. We believe in the value of that content as a useful knowledge base for our tech, and we will not take that away from our community.

Regarding Applying past TGE/TGEA price to upgrades to Torque 3D

Your previous purchases of TGE and/or TGEA will continue to apply to Torque 3D for the foreseeable future. We strongly believe in deep discounts for previous customers, which is why we started the Torque 3D pre-order at $505 if you owned TGEA. Right now you can receive anywhere from a $100 - $295 discount to Torque 3D, depending on which versions of TGE/TGEA you have bought.
#146
09/29/2009 (2:23 pm)
@Gary Preston: You're right about the two machines thing. That's actually not what we wanted, only the restriction on simultaneous use. We'll amend the license to allow for more installations (but not more simultaneous use) asap.
#147
09/29/2009 (2:27 pm)
@Deborah,
Quote:Regarding TGE/TGEA Forums: They will stay open.
Thanks for the answer, That was the scariest part of the news!
#148
09/29/2009 (2:32 pm)
@Damien & Preston: The PR stuff is common for games middleware. In fact, go read the PhysX license on Nvidia's site. PDF of license Read sections 4 and 6. Remember that you are subject to these restrictions using PhysX in your game as part of any engine. Our license is all hugs and rainbows by comparison.
#149
09/29/2009 (2:34 pm)
i think the idea is not abandon the users of TGE/TGEA (although probably no new versions will be coming out) but rather concentrate all the developing efforts on a single technology.

Even the next 2D engine (coming to do to TGB what T3D made to TGE/TGEA probably) shares a lot of code, as stated in the development blogs.

removal of TGE/TGEA will make new comers not feel cheated by buying an outdated engine that will not see oficial fixes rolling out.

But those with TGE/TGEA licenses should still be able to work with current versions of those engines as long as they want.

And Brett already said that growing teams can get access to those engines by contacting GG.

So basicly the only difference is new comers will see only the new engine on the buy seccion

Anyone at GG feel free to correct me if i am wrong
#150
09/29/2009 (2:37 pm)
@Kenneth Johnston:
Quote:why not just make TGE and TGEA open source and adopt ID's model of providing ancient tech for free. There is obviously still a decent amount of demand for these engines as outdated as they currently may be, and who knows by making them open source, how much more business would be generated for GG and the middle ware developer by attracting new users who would not have tried the engine before.
There's a good chance we'll do that, but not until next year.
#151
09/29/2009 (2:38 pm)
@Luis: Exactly.
#152
09/29/2009 (3:01 pm)
Quote: Quote:why not just make TGE and TGEA open source and adopt ID's model of providing ancient tech for free. There is obviously still a decent amount of demand for these engines as outdated as they currently may be, and who knows by making them open source, how much more business would be generated for GG and the middle ware developer by attracting new users who would not have tried the engine before.

There's a good chance we'll do that, but not until next year.

That is excellent news to all who wish to continue to use and support TGE/A
#153
09/29/2009 (3:05 pm)
@Kenneth: Completely agree!
#154
09/29/2009 (3:13 pm)
Congrats on the 1.0 release guys!

Even though it doesn't really matter to me personally, I have to concur that I find the decision to discontinue the sale of TGEA perplexing, since people were assured it would remain available for those that couldn't afford $1000, when the pricing model for T3D was first introduced.

If it does go to open source down the road, then that would definitely be good news though.
#155
09/29/2009 (3:22 pm)
Hey guys I just wanted to point out briefly that Brett actually Tweeted that same open-source suggestion last night, while peoples heads were still exploding on this thread.

I would like to present a totally hypothetical scenario(for real I'm not trying to cleverly hint or something):
What if the plan WAS to open-source TGE. Would that announcement be made in the same announcement as Torque3D 1.0? Hell no; that would be totally foolish for so many reasons. It could cause confusion in the release; would we want Gamasutra running an article that says "GarageGames Releases New Version of Torque as Open-Source"? No, that would be bad. Or what about Torque3D release news totally eclipsing the release of an open-source product. That's like Apple making all their announcements for the entire year on the first of January.
#156
09/29/2009 (3:25 pm)
Quote:@Damien & Preston: The PR stuff is common for games middleware. In fact, go read the PhysX license on Nvidia's site. PDF of license Read sections 4 and 6. Remember that you are subject to these restrictions using PhysX in your game as part of any engine. Our license is all hugs and rainbows by comparison.

With the Nvidia license you are simply notifying prior to development commencing to allow them the ability to use your product later on for marketing. The way the GG license is worded however, we actually need your approval to make a press release, not just notify you of the games development so that you may or may not use it in marketing.

The idea of not been able to make a press release for a game I may have spent months developing with T3D because you do not approve of it doesn't sit well.

Even if you didn't refuse permission, who knows how long it could take to get a response approving the press release.


Regarding the simultaneous use, why should a single developer need more than one license in order to run the software on several machines, for example to debug a multiplayer game with server and 2 clients running under three separate machines? Or to build the software on two machines at the same time?

I'm not quite following why you'd want to restrict usage so much, rather than just requiring anyone accessing the software code/tools requires a license? Am I missing something in the reasoning behind this?
#157
09/29/2009 (3:38 pm)
Quote:It could cause confusion in the release; would we want Gamasutra running an article that says "GarageGames Releases New Version of Torque as Open-Source"?

I would think Gamasutra should get a little credit for not being quite that stupid :p

Maybe "GarageGames Releases New Version of Torque; Open-Sources Legacy Tech"
#158
09/29/2009 (3:47 pm)
I joined Twitter just so I could Tweet at Brett about OSI TGE :)

Of course, Pat is spot on about the timing on doing this... when the time is right, it will be mean EXTENDED publicity and will help get people looking at Torque 2D/3D technology who wouldn't otherwise. (There are many other benefits, though this is Torque 3D's day in the sun)

World class game technology doesn't happen by magic. GarageGames is making SOLID business/development decisions on the Torque technology.

Also, just look at that handsome mug on Brett's new profile pic. That's a face you can trust!
#159
09/29/2009 (3:52 pm)
@Josh: If you can trust a guy that looks a little like Seth MacFarlane :-).
#160
09/29/2009 (3:52 pm)
I certainly agree with you Pat, dropping two huge bomb shells in one day could cause quite a ripple and who knows what would be eclipsed, and it makes sense to stop selling a product, especially if the intent is to possibly open it up as open source in the near future, because you think the whining going on here is bad about stopping the sale of the engine, just wait for the complaints of people purchasing an engine that goes open source several months after you purchase it. And delaying it makes sense as it gives ample time for those who have purchased TGE/A to take advantage of any potential updates to the T3D Power house. So i say the guys over at GG deserve a big pat on the back for producing a phenomenal engine at such a low price point comparatively to similar techs and a real big pat on the back if the decision is finally made to open source the older tech.