Torque X Update
by Derek Bronson · 06/01/2010 (11:12 am) · 48 comments


Current Status of Torque X
As Eric mentioned previously in his "Full Speed Ahead" blog a new Torque X team has formed and we have been working hard to get a release out. We are focusing on bug fixes and performance optimizations in lieu of new features. Torque X 3D especially has had some rough releases and it made more sense to focus on making it more usable to create XNA games than introducing a shiny new marketing feature while leaving a ton of bugs. Here is a high level list of some of the things we have already done:
We are shooting for a release at the end of June of both the 2D and 3D. Because the 2D is in much better shape we are going to do an earlier beta release. I'll send out another announcement when the beta is available so everyone can start poking at it.

Torque X 3.1.5 vs 3.2.1
One of the main changes that's occurring on the marketing front is a name change from the proposed 3.2.1 to 3.1.5. There are a couple of reasons for this. 1) I wanted a name that better aligned to the version of XNA it supported to make it easier to understand where the product was and to set expectations appropriately. 2) John released a blog earlier detailing what was going to be in 3.2.1 but unfortunately most of that won't be available. I'll do my best to detail the differences between the proposed 3.2.1 and 3.1.5:
Xbox Live Avatars - We are currently evaluating its state but will most likely not put any further dev into it for this release. It will be available for anyone to use and extend but I will not be able to promise its quality.
3D Billboards - We are currently evaluating the state of this feature and how much polish it needs.
Projecting Terrain Decals - We are currently evaluating the state of this feature and how much polish it needs.
Editor Update - This build will not feature the new Torque 3D editors as alluded to previously. Everything was still very rough and I made the call to focus on making the old editors functional than waiting an additional month or two getting the Torque 3D editors merged with Torque X 3D.
Sounds like a lot of things got cut huh? Like I said earlier, I am focused on making sure what we have works before introducing a bunch of new features. Torque X has gone awhile without a release and I wanted to get something out there sooner rather than later. Therefore I made the call to spend time focusing on tuning performance and getting rid of bugs rather than making sure a new feature got in. That being said we won't be stripping out any of the code for those above mentioned features, I won't promise that it works but you can certainly dig into yourself and see if you can apply it to your project.

Creators Club
Some of you may have recently noticed that Torque X is listed as "Currently Unavailable" on the XNA Creator's Club site. We made the call to take it down because the quality wasn't there. Once 3.1.5 releases it will be available again through your Creator's Club membership.

Torque X vs Torque 3D
One other thing I wanted to touch on briefly. While there is some good dev going on in Torque X land it is not affecting the speed in which we release Torque 3D 1.1 Beta 2. Eric is fully aware of the multi engine problem that has plagued us for so long, I know we've talked convergence and what not before but for the first time we are putting actual practices in place to get us there.

Future of Torque X
I'll be writing another blog soon to discuss the future plans for Torque X but for now I wanted to leave you with a little teaser.

#22
Also, I don't expect the release to be bug free because the effort necessary to achieve this kind of utopian goal is just not worth the effort. Some bugs can only be discovered by real world usage. However, I do think that leaving a bug in the software for months (and I’m not saying that I think this is going to happen!), even after the community have reported it as a "blocking bug", is just bad business by any standards.
There is no excuse to hold a patch until the next release (God knows when). If this happens, all your effort would be in vain, because people using TX for production use will just give up on it.
Anyway, as I said, that is not what I think it is going to happen. I am optimistic about Torque Powered Games and how the company seems to be handling its products from now on. I am a firm believer that you should back up every single product you have, as that will shape the trust people deposit in you. If you decide that it is not going to be maintained for x months or until the market changes, you should come clean with that information right in the product page, as harsh as this may sound, because people will feel like TP care about the most important thing they have: their time and effort... And you all do, right? :)
I hate how big my answers get, damn it!
06/05/2010 (8:26 pm)
@Derek I don't know if it is because how I wrote my response, leaving a "feature request" at the end of it, but it seems like you read it like I wanted new features. If this is the case, please know that that is not what I meant. I was just thinking out loud :) Also, I don't expect the release to be bug free because the effort necessary to achieve this kind of utopian goal is just not worth the effort. Some bugs can only be discovered by real world usage. However, I do think that leaving a bug in the software for months (and I’m not saying that I think this is going to happen!), even after the community have reported it as a "blocking bug", is just bad business by any standards.
There is no excuse to hold a patch until the next release (God knows when). If this happens, all your effort would be in vain, because people using TX for production use will just give up on it.
Anyway, as I said, that is not what I think it is going to happen. I am optimistic about Torque Powered Games and how the company seems to be handling its products from now on. I am a firm believer that you should back up every single product you have, as that will shape the trust people deposit in you. If you decide that it is not going to be maintained for x months or until the market changes, you should come clean with that information right in the product page, as harsh as this may sound, because people will feel like TP care about the most important thing they have: their time and effort... And you all do, right? :)
I hate how big my answers get, damn it!
#23
Perhaps since you guys have the terrain formats and I don't, you could tweak the Xterrain component to read in at least a V5 terrain. Then we could even possibly use a demo version of T3D to output terrains for TX3D.
That would really go a LONG way towards making TX3D very usable. I swear 25% or more of the posts are about the terrain.
06/06/2010 (10:43 am)
@Derek there is one request I have and forgot to ask about it sooner. The Terrain in TX3D, I know the terrain is it's own format, however it will read TGE ver 4 (and apparently 3) terrain files. Great, however the only way to create a V4 terrain is to use TGEA 1.5. I can use L3DT to output a "legacy" Terrain but even that is V5 terrain. Perhaps since you guys have the terrain formats and I don't, you could tweak the Xterrain component to read in at least a V5 terrain. Then we could even possibly use a demo version of T3D to output terrains for TX3D.
That would really go a LONG way towards making TX3D very usable. I swear 25% or more of the posts are about the terrain.
#24
@Diego - We are on the same page. I will never hold a patch unless for a very good reason. I will also do my best to get you guys as much information as I can about Torque X and whats going on. I can't guarantee that I can be completely transparent. That being said I never want anyone working with Torque X under false pretenses and will strive to give you information so everyone can make informed decisions.
@Henry - We are working on a solution for Torque X 3D for terrain. Its not the ultimate solution but it won't require you having to use demos or anything :)
06/07/2010 (10:01 am)
UPDATE: Torque X 2D 3.1.5 Beta is now available in your accounts for download. I've created a forum thread here for feedback and I will be monitoring the bug reports to get them into our bug tracker.@Diego - We are on the same page. I will never hold a patch unless for a very good reason. I will also do my best to get you guys as much information as I can about Torque X and whats going on. I can't guarantee that I can be completely transparent. That being said I never want anyone working with Torque X under false pretenses and will strive to give you information so everyone can make informed decisions.
@Henry - We are working on a solution for Torque X 3D for terrain. Its not the ultimate solution but it won't require you having to use demos or anything :)
#26
06/09/2010 (6:24 am)
Maybe not the right place for this question...but who's on the Torque X team now? John K. was "running" it for a while, but then a re-org was announced and in house resources assigned. Does that mean the ... out house ... resources are no longer involved?
#28
06/10/2010 (11:26 pm)
So is the graphic at the top the new branding for TX?
#29
Will there be support for non-DTS models and non-DSQ animations? Will I be able to include Autodesk models and animations and add them via the level editor?
06/14/2010 (7:00 am)
I applaud the focus on bug fixing and am now very excited about this upcoming release of Torque X 3D. Hopefully it will be included with the cost I paid for the earlier Torque X 3D engine.Will there be support for non-DTS models and non-DSQ animations? Will I be able to include Autodesk models and animations and add them via the level editor?
#30
06/14/2010 (7:01 am)
Also, some documentation explaining the demo games that ship with Torque X 3D would be greatly appreciated too.
#32
On the model front, we are working on some things with Collada but at this time I can't make any promises. In the backend the engine will still use DTS and DSQ.
In terms of documentation we are trying to clean some things up, add a few basic but needed docs (like Xbox 360 deployment) but it will not be any major new content. As Alienforce recommended, I would suggest buying The Complete Guide to Torque X, especially if you are doing 3D games.
06/14/2010 (9:11 am)
@Derrick - This update that we are currently working on is free to existing users. On the model front, we are working on some things with Collada but at this time I can't make any promises. In the backend the engine will still use DTS and DSQ.
In terms of documentation we are trying to clean some things up, add a few basic but needed docs (like Xbox 360 deployment) but it will not be any major new content. As Alienforce recommended, I would suggest buying The Complete Guide to Torque X, especially if you are doing 3D games.
#33
I did buy that book...and like it.
I'm just having trouble understanding the custom XML nodes in the level file of that first person shooter example that ships with Torque X 3D, that's all. If I had a high level explanation of how that file is read, since it won't load in the Torque X 3D level editor, that would help. I also am having trouble understanding how the span component works.
06/14/2010 (9:36 am)
@Derek - thanks for the free update. Much appreciated.I did buy that book...and like it.
I'm just having trouble understanding the custom XML nodes in the level file of that first person shooter example that ships with Torque X 3D, that's all. If I had a high level explanation of how that file is read, since it won't load in the Torque X 3D level editor, that would help. I also am having trouble understanding how the span component works.
#34
06/19/2010 (6:38 pm)
I just downloaded the Torque X 2D beta now...is the 3D beta coming soonÉ
#35
--------------------------------------------------------------
where??
this is what I see on my account...The TX3D is still 3.1.4
Game Mechanics Kit Download 02/02/2010 (1:40 pm) --
Torque X 3D Download 02/01/2010 (7:52 am)
Torque Constructor Download 12/30/2009 (2:36 am)
The Complete Guide to Torque X 12/03/2009 (7:38 pm) --
Torque 3D Download 12/03/2009 (7:38 pm) --
Dark Horizons: Lore Invasion Download 05/23/2009 (5:37 pm) --
Torque X 3.0 Creators Club Download 05/23/2009 (3:28 pm)
06/20/2010 (10:09 am)
Torque X 3D 3.1.5 Beta is now available in your accounts for download.--------------------------------------------------------------
where??
this is what I see on my account...The TX3D is still 3.1.4
Game Mechanics Kit Download 02/02/2010 (1:40 pm) --
Torque X 3D Download 02/01/2010 (7:52 am)
Torque Constructor Download 12/30/2009 (2:36 am)
The Complete Guide to Torque X 12/03/2009 (7:38 pm) --
Torque 3D Download 12/03/2009 (7:38 pm) --
Dark Horizons: Lore Invasion Download 05/23/2009 (5:37 pm) --
Torque X 3.0 Creators Club Download 05/23/2009 (3:28 pm)
#36
That was actually a typo, a beta for 3D hasn't been released yet. Derek's post was about the 2D beta. I corrected the typo to avoid any future confusion.
06/20/2010 (10:27 am)
@PatrickThat was actually a typo, a beta for 3D hasn't been released yet. Derek's post was about the 2D beta. I corrected the typo to avoid any future confusion.
#37
@Scott - Thanks for correcting the mistake
@Everyone - Just a heads up, the 3D beta should be available this week barring any major issues that get turned up in QA.
06/20/2010 (11:46 am)
@Patrick - My mistake, sorry for the confusion@Scott - Thanks for correcting the mistake
@Everyone - Just a heads up, the 3D beta should be available this week barring any major issues that get turned up in QA.
#38
06/20/2010 (3:36 pm)
@Derek: looking forward to it :)
#39
06/21/2010 (10:59 am)
@Derek: Thanks for the update.
#40
06/21/2010 (2:10 pm)
I have been making some real headway with the 3D and really look forward to the 3D beta.
Torque Owner Matt Simpson
Bug fixes and performance improvements (especially on Xbox 360) should definitely be the focus for Torque X before any new features are added.
When the new roadmap is designed it's pretty clear (in my mind at least) that integration with XNA 4 (and therefore Windows Mobile 7) should be the top priority development in terms of new functionality.
I'd also really like to have integration with Sunburn. Do you think this would be possible?