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Torque 3D Development - Release!!!

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

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

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.

#161
09/29/2009 (4:07 pm)
Congratulations to everyone at GG that made this possible, and the non GG contributers as well.
#162
09/29/2009 (4:09 pm)
Quote: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.

This does not still well with me either. Having an independent corporation means it doesnt answer to any other corporation or company for prior approval for a product (nor should it have anything to do with approving anything for the product such as press releases, content, set sale prices, marketing techniques, etc). It only has to answer to the government.

This would be like GM, Ford, or Chrysler saying you cant put up an for sale advertisement for your used vehicle without their prior approval.


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.

That is only for directly integrating the SDK into a product (whether it be an engine, game, or simulation). Third party engines (like T3D, Unity, DB Pro, etc) who added the SDK into their core do not fall under that licensing agreement, because the end users (customers) of the engine never clicked or signed an agreement with nVidia. They only have an agreement with the engine creator. Also, the engine (T3D, nor the other ones I mentioned) EULA's mention nothing of nVidia's agreement, which means end users of the engines are not liable or held in breach of a contract they did not enter into.
#163
09/29/2009 (4:16 pm)
Quote:
That is only for directly integrating the SDK into a product (whether it be an engine, game, or simulation). Third party engines (like T3D, Unity, DB Pro, etc) who added the SDK into their core do not fall under that licensing agreement, because the end users (customers) of the engine never clicked or signed an agreement with nVidia.

You may want to rethink that idea.

You still have to install the PhysX SDK independently of T3D in order to develop T3D games with PhysX support. When you install the PhysX SDK you are agreeing to the PhysX EULA.
#164
09/29/2009 (4:17 pm)
@Damien
Brett didn't say that clause is in there because of that, he presented that as an example of this type of thing already existing in the middleware world.

I wasn't exactly thrilled when I saw that clause myself, but really it's not that big of a deal. GG wants to make sure everything is shown in the best light and that people aren't making false claims in their press releases. I really don't see the problem here. So now you might have to wait an hour to kick out that press release after you draft it, big deal.
#165
09/29/2009 (4:19 pm)
I would also like to encourage people, with situations such as Sparkling, to contact licensing. I mean, just talking abstractly, why would a company have a product and not sell it to an existing customer who needed it?

You guys mention Microsoft and pushing Windows 7 (which imho is fantastic; Vista was a sacrificial lamb) but GameClay has MSDN, and I can get Visual Basic 2.0, or Windows 3.11 for Workgroups. None of these products are technically "available for purchase," but that doesn't mean that they aren't available. Heck, I am sure you could probably contact Adobe and say, "Hey guys, so because of this bizzare circumstance, we need exactly 27 licenses to Photoshop 8...can you help us out?" and work out an arrangement, provided the circumstance was legit.

The wording was not, "We are going to stop selling TGE/A; blow up the server with the forums on them; break in to your house and set fire to your backups; and no-one will ever see TGE again, bwahahahaha!" It was simply, "will no longer be available for purchase." It is very frustrating to have such sinister intentions assigned to such simple words.
#166
09/29/2009 (4:26 pm)
Quote:"We are going to stop selling TGE/A; blow up the server with the forums on them; break in to your house and set fire to your backups; and no-one will ever see TGE again, bwahahahaha!"

I think my stockpiled Nerf arsenal can easily defend against GG's.

Unless, of course, Mich has been buying black market Nerf weaponry that I don't know about.
#167
09/29/2009 (4:40 pm)
Quote:You may want to rethink that idea.

You still have to install the PhysX SDK independently of T3D in order to develop T3D games with PhysX support. When you install the PhysX SDK you are agreeing to the PhysX EULA.

I just downloaded the SDK 2.8.1 build 13 from the nVidia site, ran the install wizard ... and I had no EULA pop up whatsoever.

Quote:GG wants to make sure everything is shown in the best light and that people aren't making false claims in their press releases. I really don't see the problem here. So now you might have to wait an hour to kick out that press release after you draft it, big deal.

But who in their right mind would bash their own product in a press release? It would defeat the purpose.

Either way, its none of their business what you say about your own product or how you promote and market it. Its a matter of principles. This is akin to a type of censorship.
#168
09/29/2009 (4:44 pm)
Quote:
You guys mention Microsoft and pushing Windows 7 (which imho is fantastic; Vista was a sacrificial lamb) but GameClay has MSDN, and I can get Visual Basic 2.0, or Windows 3.11 for Workgroups.

For use in development and testing purposes only :p

As far as I know, you can only get production use licenses for Office products through MSDN.
#169
09/29/2009 (4:44 pm)
What Pat said, minus the hyperbole.
#170
09/29/2009 (4:50 pm)
Quote:
I just downloaded the SDK 2.8.1 build 13 from the nVidia site, ran the install wizard ... and I had no EULA pop up whatsoever.

You better pay attention next time :P Right after you click "Next" the first time, the EULA pops up, and you have to select "I accept the terms in the License Agreement" before you can click Next again.
#171
09/29/2009 (4:51 pm)
Quote:But who in their right mind would bash their own product in a press release? It would defeat the purpose.

Either way, its none of their business what you say about your own product or how you promote and market it. Its a matter of principles. This is akin to a type of censorship.

I didn't say bash their own product, I said make false claims. Misleading claims may be a better term to apply. It wouldn't do GG any good for someone with little experience in drafting press releases to write one that may, through the nature of inexperience, lead people to believing some custom features of a game are stock T3D.

And censorship, really? You're going to go there?
#172
09/29/2009 (5:00 pm)
Quote:What Pat said, minus the hyperbole.

But Pat's hyperbole is so awesome.
#173
09/29/2009 (5:01 pm)
So where is that picture of the train falling off the rails with the arrows that was in some other threads :-).
#174
09/29/2009 (5:20 pm)
Congratulations and all that, but the TGE/TGEA announcement really does make a total mockery of the numerous assurances being offered by GG staff a mere few months ago.

I said I'd believe it when I saw it, we were being told TGEA would have a long future as an affordable hobbyist alternative to T3D, we were even offered the now laughable suggestion of a bug-fix release "after T3D was launched".

Sure, now we're being told that it'll be open-sourced "next year"? Well, based off recent evidence I think that falls firmly into the "believe it when you see it" category, eh?

And in the mean-time, what? Someone joins my project and they can contact you to "work something out" about purchasing a license for a product you don't sell anymore and may be free this time next year? I'm going to have fun selling that one to prospective additions to my team. Talk about tossing us into limbo...

I'd bitch like hell about it, but frankly what's the point? It's not like anyone gives two sh*ts, at least you're being up front about it now rather than dancing around trying to placate the bottom end of your market until you were sure you didn't need them anymore.

Congrats on T3D though, slick looking product, I'm just pissed at being lied to and hung out to dry.
#175
09/29/2009 (5:21 pm)
@Gerald: Well those are the default terms of MSDN, it was just an example of accessibility to products which were not still on sale. I suspect that you could also contact their licensing department, and negotiate different terms.

Really though, this is confusion about: reducing the number of SKU's vs. restricting access to a product.

Damien, you should look at the PhysX EULA here. Please see page 4:
Quote:
6. Attribution Requirements and Trademark License. You must provide attribution
to NVIDIA, PhysX® by NVIDIA, and the NVIDIA PhysX SDK.
A: You will include a reference to the PhysX SDK and NVIDIA in any press releases
for such Game that relate to NVIDIA, or in-game physics, and will identify
NVIDIA as the provider of the "Physics Engine" (or such other term or phrase as
indicated by NVIDIA from time to time).
B: For Games and Demos that incorporate the PhysX SDK or portions thereof, the
NVIDIA and PhysX by NVIDIA logos must appear:
a. on the back cover of the instruction manual or similar placement in an
electronic file for the purpose of acknowledgement/copyright/trademark
notice;
b. on external packaging;
c. during opening marquee or credits with inclusion of “PhysX by NVIDIA”;
d. must appear on title marketing feature list with a specific call-out of
PhysX Technology
e. on the credit screen;and
Page 5 of 7
f. in the “About” or “Info” box menu items (or equivalent) of all Physics
Games or Applications using any portion of the PhysX SDK.
C: Provide a quote citing the Licensee’s integration of the PhysX SDK into the
Game or Application for NVIDIA’s use in press materials and website.
D: Refer to NVIDIA’s PhysX SDK in all press coverage referring to the use of a
physics engine in the development of any Game or Application.
FAILURE TO PROVIDE ATTRIBUTION PURSUANT TO THIS
SECTION SHALL BE CONSIDERED A MATERIAL BREACH OF
THIS AGREEMENT.
The emphasis is theirs, not mine.

At the top of the EULA you find this:
Quote:
IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, NVIDIA IS
NOT WILLING TO LICENSE THE PHYSX SDK TO YOU. IF YOU DO NOT
AGREE TO THESE TERMS, YOU SHALL DESTROY THIS ENTIRE PRODUCT
AND PROVIDE EMAIL VERIFICATION TO PHYSXLICENCING@NVIDIA.COM
OF DELETION OF ALL COPIES OF THE ENTIRE PRODUCT.
Now I suspect that several people will say, "But I didn't click it so I am not bound." Unfortunately, that isn't the way licenses work.
#176
09/29/2009 (5:26 pm)
My game only has a small following right now (I've made no effort to advertise or promote it yet) but I got bombarded with IMs last night as soon as T3D came out. People are really excited to see what can be done with this engine.

Congratulations GG and everyone involved in bringing T3D to it's 1.0 release. I'm looking forward to porting Gnostaria from TGEA 1.7 to T3D 1.0 ASAP and having something to finally share publicly in the near future.

Looking forward to T3D 1.1 and the artist edition pricing/release!
#177
09/29/2009 (5:31 pm)
Ok, I am going to tell you a little story of how I got into game design.

A few years ago, I got an iBook G4. It was really good (back then) and I used it alot. Now I was searching through my computer, and I found 3 games installed onto it (Apple use to install 1-2 games with the OSX disk for free), one of them was Chess, another was some sort of robot game, and guess what the last was? Marble Blast Gold.

Now I played it, and it was fun. But then I clicked on your link to this site and BAM! Looked through some pages, and I decided to try the TGB demo.

I bet you can figure out the rest, but my point? I did not know ANYTHING about game design until I tried that. And after the 30 days, I would have NEVER bought it if it was $1000.

So overall? You bring me up, but then you drop me, and if I don't have something to hang onto for you guys? I will grab onto something else.

TGE and TGEA aren't 'cheap', they are inexpensive, and if you guys can't figure that out because other game engine companies say that? Then good luck to you!

Also, what happens when T2D comes out? Gonna drop TGB? Is TGB going to be too 'cheap' for you just like TGE/A was?

Face it, your motto is now 'Changing the way games are played, but not made'. I guess the hobbyists are too cheap for you... I guess I shouldn't have believed you when you said TGEA would be an alternative for hobbyists. Why do all companies lie?

Listen to your customers GG, most of them do not want to see it let go...
#178
09/29/2009 (5:46 pm)
As they are two different subjects, let's direct the TGEA/TGE related comments to the forum thread that is started, and keep the focus of this blog about T3D and it's present and future.

Thank you.
#179
09/29/2009 (5:49 pm)
@Pat, oh I know, I was just being difficult. Happens sometimes :p

{moving the rest to the forums as per Kenneth}

#180
09/29/2009 (6:02 pm)
For the people who are thinking about buying TGEA soon:

FYI, Torque3D also comes with the free purchase of TGE and TGEA...

So it like paying $1000 for 3 Game Engines... Which All Rock :D

I dont know if they come with the $100 license.. but if it does that is an absolute Steal.