Greetings from your next Torque 3D Steering Committee
by Daniel Buckmaster · 05/04/2014 (3:01 pm) · 45 comments
It's been a good month or two since Dave Wyand announced the next T3D steering committee, but here we are finally to say hello officially. We've been getting stuck into managing the repository, discussing the future of the engine internally, and writing code, which many of you have noticed. But without some official communication from us it's been a bit of a strange transition; we apologise! Here we finally are to explain ourselves a bit!
Daniel Buckmaster
Daniel has been working with Torque for something like seven years, and while he still hasn't completed an actual game, he's made Walkabout and lots of other cool things besides. He's passionate about making Torque easy to use, especially for scripters, and about improving the quality of existing code.
Thomas Fischer
Thomas is using Torque3D to realize an awesome softbody physics simulator at BeamNG. He's also been spearheading the effort to make Torque 64-bit compatible, and buildable using CMake.
Andrew Mac
Andrew was attracted to Torque by its open source license and history of usage in gaming. He hopes to give back to the community as much as possible and help to keep Torque relevant in today's gaming industry.
Fyodor Osokin
Since the release of TGE 1.4, Fyodor has been digging into the Torque codebase and developing an MMO with it. After all those years his main job is still the same - programming in Torque. Fyodor wants to bring the stability and performance of the engine to the top level.
Jeff Raab
Jeff started using Torque because of its full-source license, and has spent the last ten years learning everything from TorqueScript to modelling, animation and texturing. His goal is to make Torque as powerful as possible for small teams wanting to make big content.
Luis Anton Rebollo
Luis has spent ten years using the Torque engines sporadically, during that time learning everything he knows about programming. He has decided to focus on porting T3D to all possible platforms, and improving rendering and engine performance.
Thanks to Andrey Syrokomskiy, we have a massive amount of work done towards making Torque 3D 64-bit compatible. Thomas and Andrew have been dismantling his work to break it up and get it integrated and working. Andrew has also been working on updating PhysX to the latest version. Other general improvements include setting up a continuous integration server, which we hope to start using to run automated testing of pull requests once the unit tests are working and separated out.

Luis's Linux port is coming along nicely
Just to be clear, this is not a full-fledged community website - it doesn't have forums or blogs or anything like that, all the real community will remain here. Think of it like a front-page for the engine where people can go to get the latest information on the engine, how to get started, etc. It's also the home of the Steering Committee charter, and has information about our contribution policies. And one of my favourite sections lists some of the premier projects currently using Torque 3D. It's obviously not an exhaustive list, so feel free to contact any one of us if you think your project should be up there! Future plans include reformatting that part of the site so we can feature many more user projects on a rotating basis, and provide more than a one-paragraph blurb and a single image for each. Watch this space.
Without further ado: here it is!

We'd like to announce that version 3.6 will go into a feature freeze two weeks from today on Monday the 19th of May. That means that no new issues will be assigned to this milestone, and we will focus on completing the existing issues so we can release. You can see the current list of isues schedules to be resolved in 3.6 here.
If you have submitted an issue on GitHub and it hasn't been assigned a milestone yet, please comment on it to bring it to our attention, and we'll see whether it's feasible for us to include. Or, if you're looking for a way to contribute to Torque's future, the list of issues for 3.6 would be a great place to start looking for things to work on! we, the Committee, can't do it all alone! We love to see pull-requests that fix our outstanding issues, whether you or someone else reported it.
Version 4.0 will be our first version with breaking 'API' changes, as per our new version number policy. We've got all sorts of things we'd like to do - from things as trivial as moving to 4-spaces-per-tab, to massive overhauls like introducing modular script templates closer to T2D's style, or making more use of the STL in the engine source.
Thanks for reading!
1. Who are we?
Many of us have been around this community for some time and you know us well - but it wouldn't feel right to assume we're well-known enough that an introduction is redundant! Without further ado, I present to you the current committee membership in alphabetical order of surname:Daniel Buckmaster
Daniel has been working with Torque for something like seven years, and while he still hasn't completed an actual game, he's made Walkabout and lots of other cool things besides. He's passionate about making Torque easy to use, especially for scripters, and about improving the quality of existing code.
Thomas Fischer
Thomas is using Torque3D to realize an awesome softbody physics simulator at BeamNG. He's also been spearheading the effort to make Torque 64-bit compatible, and buildable using CMake.
Andrew Mac
Andrew was attracted to Torque by its open source license and history of usage in gaming. He hopes to give back to the community as much as possible and help to keep Torque relevant in today's gaming industry.
Fyodor Osokin
Since the release of TGE 1.4, Fyodor has been digging into the Torque codebase and developing an MMO with it. After all those years his main job is still the same - programming in Torque. Fyodor wants to bring the stability and performance of the engine to the top level.
Jeff Raab
Jeff started using Torque because of its full-source license, and has spent the last ten years learning everything from TorqueScript to modelling, animation and texturing. His goal is to make Torque as powerful as possible for small teams wanting to make big content.
Luis Anton Rebollo
Luis has spent ten years using the Torque engines sporadically, during that time learning everything he knows about programming. He has decided to focus on porting T3D to all possible platforms, and improving rendering and engine performance.
2. What have we been up to?
Pull requests
One of our big goals when we took over as committee was to process the huge backlog of issues and pull requests that had accumulated in the repository. Even ones we couldn't accept, we wanted to at least close or engage with the authors in some fashion. Over 40 issues and PRs have been closed since we took the reins, and we're not planning on slowing down. We've also started categorising issues into milestones; see below for a bit more about that.Current work
Some very cool work has been going on - Luis, with BeamNG, has been spearheading the work to port the engine to Linux, and has been making fantastic progress. You can read about it here or view the list of current pull requests here.Thanks to Andrey Syrokomskiy, we have a massive amount of work done towards making Torque 3D 64-bit compatible. Thomas and Andrew have been dismantling his work to break it up and get it integrated and working. Andrew has also been working on updating PhysX to the latest version. Other general improvements include setting up a continuous integration server, which we hope to start using to run automated testing of pull requests once the unit tests are working and separated out.

Luis's Linux port is coming along nicely
The Github wiki
One of the problems new users face when coming to Torque is that they can't find information very effectively. We reckon the Github wiki attached to the main repo is a perfect place to start pulling things together, but till now it hasn't acted as much of a wiki, only being modifiable by GG staff. We've set up another repository for the wiki, so now you can fork the wiki and make pull requests if you want to fix documentation or submit new content! We'll be putting some effort in the next little while into making it a clear and useful place to find help and resources for Torque. The Torque 3D wiki repo.A new website!
As part of our effort to invigorate the Torque 3D brand, we've developed a new landing page for the engine, which we feel will put us in a good position to spread the word about Torque's bright future. Rather than pointing people to the product page here at GarageGames, we now have an independent location whose content is in the hands of the community (via the Committee, of course).Just to be clear, this is not a full-fledged community website - it doesn't have forums or blogs or anything like that, all the real community will remain here. Think of it like a front-page for the engine where people can go to get the latest information on the engine, how to get started, etc. It's also the home of the Steering Committee charter, and has information about our contribution policies. And one of my favourite sections lists some of the premier projects currently using Torque 3D. It's obviously not an exhaustive list, so feel free to contact any one of us if you think your project should be up there! Future plans include reformatting that part of the site so we can feature many more user projects on a rotating basis, and provide more than a one-paragraph blurb and a single image for each. Watch this space.
Without further ado: here it is!

3. The future
Version 3.6
The next release of T3D will focus on doing some cleanup and paving the way for future changes. For example, we're working hard on x64 support, as well as getting the engine's unit testing framework ready to be put to serious use. We've also managed to add basic support for building the engine using CMake rather than the Project Generator, which is a great step forwards especially as we consider future cross-platform compatibility.We'd like to announce that version 3.6 will go into a feature freeze two weeks from today on Monday the 19th of May. That means that no new issues will be assigned to this milestone, and we will focus on completing the existing issues so we can release. You can see the current list of isues schedules to be resolved in 3.6 here.
If you have submitted an issue on GitHub and it hasn't been assigned a milestone yet, please comment on it to bring it to our attention, and we'll see whether it's feasible for us to include. Or, if you're looking for a way to contribute to Torque's future, the list of issues for 3.6 would be a great place to start looking for things to work on! we, the Committee, can't do it all alone! We love to see pull-requests that fix our outstanding issues, whether you or someone else reported it.
Version 3.7
Version 3.7 is shaping up to include lots of improvements to TorqueScript. We're going to finally put serious effort into accepting James Uruqhart's console refactor work, which means completing the work Jeff started by defining some tests for the TorqueScript language itself. Beyond that, the choice of what will be in 3.7 is up to you guys! What would you most like to see? If there's an issue outstanding on GitHub you want to see made a priority, comment on it! We're also paying attention to the topmost items on the UserVoice forum.And beyond
I recommend you check out our roadmap for some taste of what we'll be working on in the future. We're all keen to see Torque working on more new platforms, and to dust some cobwebs off its code. You've hopefully all heard about Jeff's component system work by now; it's something the whole committee is keen to see become mainstream when it's released.Version 4.0 will be our first version with breaking 'API' changes, as per our new version number policy. We've got all sorts of things we'd like to do - from things as trivial as moving to 4-spaces-per-tab, to massive overhauls like introducing modular script templates closer to T2D's style, or making more use of the STL in the engine source.
4. Final words
We're all really excited about embarking on this new era in Torque's history. As always, we'll be around to answer any questions you have, discuss and debate - post here or in the forums! I'd also like to point everyone at a this thread which contains a bit of musing about the Comittee's current policies and thinking.Thanks for reading!
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
05/04/2014 (4:57 pm)
Nice idea with the site, but what is the intention with this aggressive red banner? To me it does not fit there, while the other design looks good.
#3
05/04/2014 (6:40 pm)
I for one welcome our new external website overlords ...
#4
05/04/2014 (7:17 pm)
Excellent! I hope to see the bullet3D implementation get more fleshed out.
#5
05/04/2014 (7:59 pm)
Duion: Red has always been Torque's colour, and the banner just seemed like a nice design. I don't find it aggressive, but I'm happy to discuss revising the design (I'm taking care of the site at this point; it's available in the gh-pages branch of the main repository, or here). Let's see what the community in general think; I haven't had any complaints from the few others who've seen the site so far. Which other design are you referring to?
#6
05/04/2014 (11:07 pm)
Looks like the ship's in very capable hands, and it's a good time to be a Torque enthusiast right now. A big thanks to the entire committee!
#7
Anyways great work guys, seems like Torque3D is in good hands!
Edit: Oh btw, check out Tower Wars, that was made with Torque as well (it could maybe be added to the "games" list?)
05/04/2014 (11:32 pm)
I think the website looks really cool, but I find it odd that it's not been made in cooperation with Torque3D.net.. Wouldn't it make sense to have a unified effort for website development?Anyways great work guys, seems like Torque3D is in good hands!
Edit: Oh btw, check out Tower Wars, that was made with Torque as well (it could maybe be added to the "games" list?)
#8
05/05/2014 (12:00 am)
Great job. Can't wait to see the new versions.
#9
05/05/2014 (1:48 am)
make it pink, nobody will consider it aggressive then...
#10
05/05/2014 (3:29 am)
Red is fine, but I would make it more a discreet red, like on the garagegames page, so less intensity and a or so gradient would help. At the moment it looks like the flag of Switzerland.
#11
05/05/2014 (6:18 am)
Looking good everyone. Looks like 2014 is going to be a good year for both engines.
#12
As Duion stated, the Red banner uses a very intense red. It really stands out but at the same time, I'm all for getting my ass kicked by the awesomeness of Torque.
Congratulations to everyone involved!
05/05/2014 (9:04 am)
That website really fulfills its intended purpose. Really cool!As Duion stated, the Red banner uses a very intense red. It really stands out but at the same time, I'm all for getting my ass kicked by the awesomeness of Torque.
Congratulations to everyone involved!
#13
1. Who owns T3D? Is it still GarageGames.com? Who owns that?
2. What do they do to support and promote the engine?
3. Having yet another website to go to is cumbersome.
4. Figuring out where to download the engine is difficult.
5. Downloading the engine from Github is a nightmare for a noob.
6. Having no installer once you do download it makes no sense.
7. Trying to figure out how to run it for a noob must be bewildering.
8. Who updates the current site? (Pretty sure Dead States's KickStarter was over in July of 2012.)
9. Why isn't the current site just revised and reconfigured?
10. Why isn't there a big Install Now FREE button on the main page?
11. Why isn't there a live, multi-player demo to go to at all times?
12. Why don't you just buy TorqueGameEngine.com if you're going to create a new website, it's available for $12.99 on GoDaddy. For $17 more you can get .org .us and .net I think.
13. If there's going to be a new website then why not decommission this one and/or use it for the GG Dev Business to avoid confusion. Hire an intern to move the important resources from the forums over.
13. Does the steering committee promote the engine now? If so how and where?
14. Does the steering committee commission new art and new demos?
15. Who will be funding future growth if anyone? What might that look like?
16. Is there a method in place to raise funds? Like a Donate button at least?
17. Does money made from selling assets in the store go toward promoting the engine?
18. Who would decide how to spend any cash raised?
EDIT: Nice work btw. You've taken on a massive job and we all appreciate all the work you guys have been doing!
05/05/2014 (12:40 pm)
A few questions and thoughts. 1. Who owns T3D? Is it still GarageGames.com? Who owns that?
2. What do they do to support and promote the engine?
3. Having yet another website to go to is cumbersome.
4. Figuring out where to download the engine is difficult.
5. Downloading the engine from Github is a nightmare for a noob.
6. Having no installer once you do download it makes no sense.
7. Trying to figure out how to run it for a noob must be bewildering.
8. Who updates the current site? (Pretty sure Dead States's KickStarter was over in July of 2012.)
9. Why isn't the current site just revised and reconfigured?
10. Why isn't there a big Install Now FREE button on the main page?
11. Why isn't there a live, multi-player demo to go to at all times?
12. Why don't you just buy TorqueGameEngine.com if you're going to create a new website, it's available for $12.99 on GoDaddy. For $17 more you can get .org .us and .net I think.
13. If there's going to be a new website then why not decommission this one and/or use it for the GG Dev Business to avoid confusion. Hire an intern to move the important resources from the forums over.
13. Does the steering committee promote the engine now? If so how and where?
14. Does the steering committee commission new art and new demos?
15. Who will be funding future growth if anyone? What might that look like?
16. Is there a method in place to raise funds? Like a Donate button at least?
17. Does money made from selling assets in the store go toward promoting the engine?
18. Who would decide how to spend any cash raised?
EDIT: Nice work btw. You've taken on a massive job and we all appreciate all the work you guys have been doing!
#14
05/05/2014 (12:58 pm)
Awesome work guys! thanks for taking this work on for everyone. Cheers to you!
#15
05/05/2014 (1:05 pm)
The feedback on PRs is highly appreciated, whether any particular one is incorporated or not. Definitely assists in better targeting methods for tossing findings, fixes, and tweaks back for folks.
#16
1. No one owns Torque 2D or Torque 3D. They are open source engines under the MIT license.
2.GG supports the effort by hosting the GitHub repo and providing the forums/blogs on this website. It's up to the steering committee and other T3D users to promote it.
8. Anyone with admin status on GG.com can update forums, threads, and product pages.
9. This would take time and resources to accomplish, which GG can't spare. If there are simple changes that can be made to this website, then a quick request can be made and someone with admin status (myself, for example) will try to accommodate in their spare time. If it requires actual web development, do not hold your breath.
10. See #9
11. That's up to the committee and users to do
13. Good will and requests by the community.
13 (sic). It should be EVERYONE. The steering committee simply consists of community members, ie Torque users like everyone else. They've just taken it upon themselves to use more of their spare time to help guide the engines and respond to the general community. It should be you, me, and everyone else. It should be promoted EVERYWHERE.
14. They've been asking for and contributing to that cause, yes.
15. No one has talked about any funding.
16. Not that I know of. Some other groups sell products that are related to Torque, or would fund their own Torque improvements. It's scattered, though.
17. No.
18. Depends on who is raising the cash.
To sum it all up, GarageGames, LLC is not involved. We only contribute via hosting this website and the main GitHub repository. Any contributions you see from someone at GG (like myself or Dave) is not necessarily affiliated with the company. We are just using our spare time to contribute like everyone else.
The closest thing to a central authority is the steering committee, who are responsible for STEERING the engine...not necessarily driving all of it (development, art, demos, promotion, blah). For the 10,000th time, this is an open source, community driven effort. Anyone can step up and help, from the smallest contribution up to tasks that cost time, money, and multiple disciplines.
05/05/2014 (1:15 pm)
@Scott Kinney - 1. No one owns Torque 2D or Torque 3D. They are open source engines under the MIT license.
2.GG supports the effort by hosting the GitHub repo and providing the forums/blogs on this website. It's up to the steering committee and other T3D users to promote it.
8. Anyone with admin status on GG.com can update forums, threads, and product pages.
9. This would take time and resources to accomplish, which GG can't spare. If there are simple changes that can be made to this website, then a quick request can be made and someone with admin status (myself, for example) will try to accommodate in their spare time. If it requires actual web development, do not hold your breath.
10. See #9
11. That's up to the committee and users to do
13. Good will and requests by the community.
13 (sic). It should be EVERYONE. The steering committee simply consists of community members, ie Torque users like everyone else. They've just taken it upon themselves to use more of their spare time to help guide the engines and respond to the general community. It should be you, me, and everyone else. It should be promoted EVERYWHERE.
14. They've been asking for and contributing to that cause, yes.
15. No one has talked about any funding.
16. Not that I know of. Some other groups sell products that are related to Torque, or would fund their own Torque improvements. It's scattered, though.
17. No.
18. Depends on who is raising the cash.
To sum it all up, GarageGames, LLC is not involved. We only contribute via hosting this website and the main GitHub repository. Any contributions you see from someone at GG (like myself or Dave) is not necessarily affiliated with the company. We are just using our spare time to contribute like everyone else.
The closest thing to a central authority is the steering committee, who are responsible for STEERING the engine...not necessarily driving all of it (development, art, demos, promotion, blah). For the 10,000th time, this is an open source, community driven effort. Anyone can step up and help, from the smallest contribution up to tasks that cost time, money, and multiple disciplines.
#17
05/05/2014 (1:50 pm)
Great to see some new excitement and capable hands around here. I'm liking the planning and direction so far!
#18
The overall engine is improving, and I'm really excited for its feature. Soon we will have Mobile Deployment, real WebGL deployment (hopefully), and amazing demos, tutorials and documentation!
This is so exciting! This could maybe even beat Unity!
05/05/2014 (2:30 pm)
This is great. Its like a total rebrand of Torque 3D, making it clean and easy. The Steering Committee has also been adding important stuff like Linux support, a 64-bit Build, PhysX 3.3 with Physics Particles and Cloth and many other things. Not to mention other plugins like Verge Cutscene Editor, and Game Mechanics Kit (which needs tweaking to work).The overall engine is improving, and I'm really excited for its feature. Soon we will have Mobile Deployment, real WebGL deployment (hopefully), and amazing demos, tutorials and documentation!
This is so exciting! This could maybe even beat Unity!
#19
On point 9 about the website. Couldn't you give someone on the steering committee admin rights to the site and as long as their changes are reviewed and approved let them have at it? This is where people go for Torque news and info. It feels like they're hog-tied in this area and the site could use updating. Does GG LLC use it for their own promotions much?
At some point, someone has to start paying for a site and the hosting. There needs to be an official T3D site. That's something that I think is really unclear.
Maybe there should be some kind of non-profit organization set-up. I mean if people really want to stick with the T3D name and build up THIS version of the engine.
It's a little hard for some of us to separate from the old for-profit model where someone else is in charge and doing all the work and planning. Especially with this site being the hub.
I'm just not sure if even the committee is really clear on their authority. I think they need to take more of it.
I'm just throwing ideas out here.
@Daniel - Maybe you should snap up that domain name just in case they're not really willing to let you get your hands on this site. It's the resources on the forums and the fact that everyone and their brother has this one bookmarked that make using it more attractive. There's always the Torque3D.net site mentioned above too. It all comes down to who's in charge of the site. I think the Steering Committee needs to be.
But it takes a little cash to run your own site, not much but a little. So a system/plan for raising and accepting cash donations would be a good idea. And, a system for spending it equally important.
On point 17 - I think the proceeds from the store needs to belong to the committee so they can conduct business, promote the store and promote the engine. A clearer separation from GG LLC needs to happen.
Does the committee have a leader? If not, should they have? Even if it rotates annually? An elected leader maybe?
If T3D is going to play in the same park with the likes of Unity, UE4 and Cry then we really need to drive it hard. We've got a lot of catching up to do. That requires a leader with a plan and a lot of people willing to contribute time and money.
05/05/2014 (4:19 pm)
@Michael - Thanks for the quick reply.On point 9 about the website. Couldn't you give someone on the steering committee admin rights to the site and as long as their changes are reviewed and approved let them have at it? This is where people go for Torque news and info. It feels like they're hog-tied in this area and the site could use updating. Does GG LLC use it for their own promotions much?
At some point, someone has to start paying for a site and the hosting. There needs to be an official T3D site. That's something that I think is really unclear.
Maybe there should be some kind of non-profit organization set-up. I mean if people really want to stick with the T3D name and build up THIS version of the engine.
It's a little hard for some of us to separate from the old for-profit model where someone else is in charge and doing all the work and planning. Especially with this site being the hub.
I'm just not sure if even the committee is really clear on their authority. I think they need to take more of it.
I'm just throwing ideas out here.
@Daniel - Maybe you should snap up that domain name just in case they're not really willing to let you get your hands on this site. It's the resources on the forums and the fact that everyone and their brother has this one bookmarked that make using it more attractive. There's always the Torque3D.net site mentioned above too. It all comes down to who's in charge of the site. I think the Steering Committee needs to be.
But it takes a little cash to run your own site, not much but a little. So a system/plan for raising and accepting cash donations would be a good idea. And, a system for spending it equally important.
On point 17 - I think the proceeds from the store needs to belong to the committee so they can conduct business, promote the store and promote the engine. A clearer separation from GG LLC needs to happen.
Does the committee have a leader? If not, should they have? Even if it rotates annually? An elected leader maybe?
If T3D is going to play in the same park with the likes of Unity, UE4 and Cry then we really need to drive it hard. We've got a lot of catching up to do. That requires a leader with a plan and a lot of people willing to contribute time and money.
#20
We encouraged the committee to use the Github Pages precisely so that they did not need to be concerned about hosting issues for it or its repo. That is the front page of the engine now. The committee put it together to help newcomers out by consolidating info on how to get started in one place.
05/05/2014 (4:27 pm)
@ScotWe encouraged the committee to use the Github Pages precisely so that they did not need to be concerned about hosting issues for it or its repo. That is the front page of the engine now. The committee put it together to help newcomers out by consolidating info on how to get started in one place.

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