Game Development Community

Torque X 3D Update - July 10

by Thomas Buscaglia · in Torque X 2D · 07/10/2007 (6:29 pm) · 65 replies

It's that time again! After nearly a month, it's time for another Torque X 3D community status update. This one will be a little shorter than the first one, but hopefully just as interesting. If you haven't read the previous update, check it out first.

For this update I'll gab on a bit about what I've been working on. Adam will likely be posting soon with an update of his own, so I won't go into too much detail on what he's been up to.

First off, some pretty:

farm2.static.flickr.com/1166/772527983_66666b3485_o.jpg
You might recognize this patchy terrain from the the first update - now with one minor difference: a detail map. I was amazed how much it added to the apparent detail of the terrain. Another thing you might notice in this shot is the distance fog and fullscreen bloom effect. Adam worked on all the postprocessing stuff, so I'll leave it to him to post about that.

The fog can be used to create some pretty neat effects:

farm2.static.flickr.com/1073/773477442_975fa2bf0f_o.jpgfarm2.static.flickr.com/1190/772634523_f91d1b4470_o.jpg

Another major addition that wasn't covered in the last update was the inventory, pickup, and equipment system. Here you can see the new Torque X FPS robot dude holding his flag and gun on a hilltop:

farm2.static.flickr.com/1057/772528125_9d6e32f725_o.jpg
This can now be set up entirely in the scene file with simple interface. As Adam and I have mentioned before, everything is componentised. To give you an idea of exactly what that means (and also just how the inventory and equipment system is manipulated) here's the current player template from our FPS test scene with the inventory component definition expanded and all other component definitions collapsed:

<TorqueObject type="GarageGames.Torque.Core.TorqueObject" name="Player">
	<IsTemplate>true</IsTemplate>
	<Components>
		<ShadowCasterComponent type="GarageGames.Torque.Lighting.BlobShadowCasterComponent">
		<T3DInventoryComponent type="StarterGame.T3DInventoryComponent">
			<ItemDropSceneGroup>PlayerMesh</ItemDropSceneGroup>
			<ItemDropNode>cam</ItemDropNode>
			<ItemDropOffset>
				<X>0</X>
				<Y>2</Y>
				<Z>0</Z>
			</ItemDropOffset>
			<ItemSlots>
				<ItemSlot type="StarterGame.T3DMountedEquippableItemSlot">
					<ItemName>CTFFlag</ItemName>
					<EquipmentTemplate nameRef="FlagTemplate"/>
					<OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName>
					<OwnerAttachNode>LeftHandEnd</OwnerAttachNode>
					<DroppedObjectTemplate nameRef="FlagPickupTemplate"/>
				</ItemSlot>
				<ItemSlot type="StarterGame.T3DMountedEquippableItemSlot">
					<ItemName>UglyGun</ItemName>
					<EquipmentTemplate nameRef="GunWeaponTemplate"/>
					<OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName>
					<OwnerAttachNode>Mount0</OwnerAttachNode>
				</ItemSlot>
				<ItemSlot type="StarterGame.T3DMountedEquippableItemSlot">
					<ItemName>UglyGun2</ItemName>
					<EquipmentTemplate nameRef="GunWeaponTemplate2"/>
					<OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName>
					<OwnerAttachNode>Mount0</OwnerAttachNode>
				</ItemSlot>
			</ItemSlots>
		</T3DInventoryComponent>
		<T3DMountComponent type="GarageGames.Torque.T3D.T3DMountComponent">
		<InputComponent type="StarterGame.FPSPlayerInputComponent">
		<AnimationManager type="GarageGames.Torque.T3D.T3DAnimationComponent">
		<T3DTSRenderComponent type="GarageGames.Torque.T3D.T3DTSRenderComponent">
		<T3DSceneComponent type="GarageGames.Torque.T3D.T3DSceneComponent">
		<ControlComponent type="StarterGame.FPSPlayerControlComponent">
		<RigidComponent type="GarageGames.Torque.T3D.T3DRigidComponent">
		<PlayerCamera type="StarterGame.FPSPlayerCameraComponent">
	</Components>
</TorqueObject>

That's all from me for now. Thanks for reading. ;D

About the author

Formerly GarageGames designer and gameplay/engine programmer of 5 years. Founder and President at Flying Mongoose Labs, Lead Gameplay Engineer and Senior Designer at LumaArcade, head of the Las Vegas chapter of the IGDA.

#21
07/26/2007 (3:16 pm)
We're going to have a playable CTF FPS demo (split-screen). We'll also be speaking about developing 3D games on TX or something. Hopefully it won't suck. :)
#22
07/26/2007 (6:22 pm)
I've asked this before but, curiously didn't get an answer. Is the 3D portion of Torque X a free upgrade for the existing Torque X?

It's a simply enough question but one that doesn't ever seem to get an answer. I'm hovering over buying the Torque X pro (indie) and am obviously not going to waste money doing that only to find out I need to purchase this seperately or it suddenly turns into a new product or something.
#23
07/26/2007 (9:53 pm)
I imagine since TXB was released to all Creator's Club members the 3D extension would follow. Since CC is $100 and the TXB/TGB deal is also $100 it would be a free upgrade all around. It wouldn't make sense to bundle the 3d with TGE or TGEA.

So when is this GameFest and will the demo videos be posted for us to see?
#24
07/27/2007 (8:10 am)
@Sam

That would be my guess however, no-one official ever seems to answer the question which has me more than a little worried. They could simply turn around and say Torque X 3D is also $100. I'm not asking for the world here I just want an answer I can "take to the bank" as it were.
#25
07/27/2007 (10:59 am)
Well, they're probably focusing on the 3d beta before they even start working out the pricing. Either way it'll be no big deal, anything to support GG.
#26
07/30/2007 (6:29 pm)
The 3D stuff is built on the same codebase as the 2D stuff, so it's very much the same 'product'. The next release that includes 3D (2.0, 3D 1.0, or whatever we decide to call it) is planned to be a new version of Torque X with both 2D upgrades and full 3D functionality. There are no plans to begin charging for Torque X at any point in the future, and there are no plans (that I know of) to charge those with 1.0 Pro to upgrade to 2.0 Pro. That said, until we officially announce the release this is all subject to change. Those of you who were around the forums leading up to the release of 1.0 know that what we plan and what we end up doing aren't always exactly the same, but whatever the deal is it will, as always, be fairly priced if not free.
#27
07/31/2007 (2:24 am)
Thanks Thomas. As you can see I pretty much own all of the Torque stuff but, in this instance, I didn't want to have to buy anything twice. As there isn't a date for 2.0 I'll hold off ant continue with my pure XNA project. I'll check back from time to time to see how the progress goes. I'll most likely buy the Pro indie licence once it includes the 3D stuff.

I don't suppose you have a 3D beta at any point do you?
#28
07/31/2007 (3:14 pm)
We will have a 3D beta at some point, likely in the months following Gamefest.
#29
08/06/2007 (3:27 pm)
What about networking (since you mentioned the split screen CTF)?
#30
08/06/2007 (9:19 pm)
@Thomas:
You mentioned that a 3D beta is likely to occur "in the months following Gamefest". That statement implies that TX3D itself is still many months out. Does that seem accurate?
#31
08/07/2007 (11:29 am)
Microsoft doesnt' have a for sure plan yet for networking, which means GG doesn't either as they were waiting on MS to get something definate before they'd wrap it. I don't know if this is still the case, but considering we're still months out from a functional 3D platform would tell me that it's probably still true.
#32
08/08/2007 (1:23 am)
XNA 2.0 has networking and is being revealed at Gamefest so it will be available to everyone using XNA just before christmas. I tend to speak to the Microsoft guys a bit to keep up with what they are doing.
#33
08/09/2007 (1:40 pm)
Do you have any links supporting the networking in 2.0? I've been out of touch with the XNA guys for a good month or so but I doubt they decided on and wrote an entire networking layer in a couple months as their main goal was to allow networking through xbox live and that wasn't an easy task.
#34
08/09/2007 (3:43 pm)
This looks like a full 3D game, apparently in TorqueX http://www.youtube.com/watch?v=SULlyA_Ktpg . Is this simply an old video showcasing a build that never made it to release, or is there a way to work with 3D objects in the current implementation of TX that I'm not aware of?
#35
08/09/2007 (9:14 pm)
@Kai:

I'm just wondering did you notice any of the screen shots at the top of this thread or bother to read any of the comment? They're working on 3d for the next release.
#36
08/10/2007 (9:58 pm)
@Sam
The commentary in the video that I linked, which you apparently didn't watch/pay attention to before you assumed lazyness on my part, implied that the game being showcased was written pre TX 1.0 and pre XNA 1.0 - i.e. before the currently available version. That, in turn, made me believe that the functionaliy I was observing is part of what I now have in my hands and I just didn't know how to get to it.

Thanks anyway.
#37
08/10/2007 (10:44 pm)
@Kai:
Sorry about that, stupid moment on my part. But yeah from what I remember that was sort of just a test GarageGames made to see what they could really do on XNA. It was more of a MarbleBlast port than a Torque 3D port if that makes sense. I think there is actually some code somewhere in the Torque X framework right now but it's nothing really that usable or efficient at the moment if it is there at all.
#38
08/12/2007 (7:31 am)
@Jonathon

The microsoft GameFest site should now have the information about 2.0 and networking as should the microsoft XNA community site.

Sorry it's taken so long for a reply.
#40
08/13/2007 (2:30 pm)
So is GarageGames showing off TorqueX at GameFest right now?