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		<title>Blog for Brett Seyler at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-07-04T22:23:26+00:00</dc:date>
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		<dc:date>2008-03-26T22:08:34+00:00</dc:date>
		<dc:creator>Brett Seyler</dc:creator>
		<title>Torque's 2D and 3D Future</title>
		<link>http://www.garagegames.com/blogs/83134/14506</link>
		<description>There have been a lot of hints and rumors about what GarageGames has planned for Torque in recent months and with this post I am ready to reveal much if not all, so prepare for a window into GG like you guys haven't seen in quite a while.   This post will focus on our development process for Torque products at GG and our plan for some future releases in 2008 and beyond.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Process&lt;/b&gt;&lt;br&gt;&lt;br&gt;We've done a pretty poor job communicating this stuff in the past.  We use a lot of internal references publicly that get misunderstood and Torque users start asking questions like: &amp;quot;When will Juggernaut get released?&amp;quot; or &amp;quot;Will Torque 2 support DX10?&amp;quot; etc.  These are totally fair questions because, again, we've been less than clear.  I'm approaching this post with the goal of making all such terms, especially &amp;quot;Juggernaut&amp;quot; and &amp;quot;Torque 2&amp;quot; plain and clear.  I'll silently cross my fingers and hope for a temporary blessing of better writing skills than I generally have :)&lt;br&gt;&lt;br&gt;OK...first up, let's clarify some terms. Juggernaut.  What is Juggernaut?  Joe Maruschak and a few others from GG have explained this in forum posts and comments, but I don't know if it's ever really been put in the big picture context.   Juggernaut started out of necessity and has since become an instrumental part of our Torque development process.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/3/3d/Birth_1.jpg'  alt=&quot;&quot;&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Juggernaut began because we had 3 separate game engine codebases that all shared roughly the same fundamental pieces, but didn't share a core code repository.  This was a big pain in the butt.  Soon it became clear that merging these code bases was a necessary part of continuing to support the Torque line of products.  Merging all these things, taking all the fixes from every game we'd ever worked on and every engine repository we had, and coming out the other side with a better, tighter, more stable engine would be no small task, as you can imagine.  Nevertheless, developer magic prevailed and today Juggernaut is quite a machine. &lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/f/f1/Today_1.jpg'  alt=&quot;&quot;&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Juggernaut's features at present still lag behind some of our current products.  The performance is better but TGB 1.7.2 is overall a better product than the version of TGB in Juggernaut.  There are more current features in TGB 1.7.2, but moving TGB 1.7.2 to a version on the Juggernaut code base with the same features would be a great improvement. &lt;br&gt;&lt;br&gt;In the case of TGEA, version 1.7 actually takes the best of what's in Juggernaut and adds functionality to that (like multiple terrain tiles).  The end-run goal here is keep all our products up to date on the same code base.  We're moving very quickly toward that goal.  TGEA 1.7 is the first step.  It would be reasonable to expect similar updates to TGE and TGB to move those products (still on the older, incompatible code bases) to the new unified code base.&lt;br&gt;&lt;br&gt;A unified code base has obvious benefits to both GG staff and to Torque users.  For us, it's much easier to maintain and update Torque products.  For you guys, there are more frequent and cross-product updates in addition to project portability.  This means we can also do really cool stuff like share TGEA features with TGB.  Want Torque X style shaders in your 2D game?  Yes.  We will be able to do this.  Networking?  Shouldn't be too much of an issue. There are a number of feature combinations that we can present in TGE, TGEA, or TGB, all of which add value across the board. &lt;br&gt;&lt;br&gt;So this is all great right...Juggernaut is where all the the features of Torque live and play happily together.  But there's more.  Juggernaut is what our internal game teams use to create cutting edge games like &lt;a href='http://www.garagegames.com/mg/snapshot/view.php?qid=1564'&gt;Legions&lt;/a&gt;, and what external teams use to create games like Penny Arcade Adventures, Cyclomite, Metal Drift, etc.  This means that code is constantly battle-tested in the most demanding conditions possible.  It's basically used only by professionals *very* familiar with Torque who can operate with largely undocumented code, command line or very user-unfriendly tools, and the occasional quirk or instability.  &lt;br&gt;&lt;br&gt;We watch the use of features in Juggernaut very closely and gather feedback from the pros using it to improve performance and stability.  Only when features have been through this process of shipping games do we gather together the fixes and features necessary for an update to TGE, TGEA, or TGB.&lt;br&gt;&lt;br&gt;&lt;b&gt;What about &amp;quot;Torque 2&amp;quot; ?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Speaking of poor communication...what does &amp;quot;Torque 2&amp;quot; mean?  Is it a new engine?  A collection of features being developed in Juggernaut to eventually be released in Torque?  We have not done a good job talking about what this meant for Torque owners and I want to really help clear this up from both a process standpoint and a product standpoint.  Here goes...&lt;br&gt;&lt;br&gt;&amp;quot;Torque 2&amp;quot; does not mean Torque 2.0, TGEA 2.0, or any other version number of a Torque product.  It's another case of an internal reference (like Juggernaut) being used publicly in a way that's been confusing.  We talk about &amp;quot;Torque 2&amp;quot; internally to refer to our R&amp;amp;D repo.  This is where new features are created and large refactors are done.  When a change is too big or too low level to go straight into Juggernaut, it's handled in a separate R&amp;amp;D repo.  One of things we do when brainstorming what sort of work should be done in R&amp;amp;D is say to ourselves, &amp;quot;OK, what do *we* need to make the kinds of games we want to make on the PC, OSX, Xbox, Wii, PS3 and InstantAction?&amp;quot;  We take a broad look at the pieces of the engine we're least happy with and decide what can we do to improve it both for us and for Torque users.  There are no sacred cows in this repo... things get shredded in the name of greater efficiency and feature sets.&lt;br&gt;&lt;br&gt;A great example of a shortcoming that can only be addressed in the R&amp;amp;D repo is Torque's long-chain class hierarchy.  It can be a big pain to work with and the consensus pretty much industry wide is that components are better.  Moving from a fat class hierarchy to components is *not* a move that could happen in small steps and keep the engine stable and useful for us or for 3rd party developers who want to use our tech (i.e. Juggernaut).  It's a long process, but big steps have been taken in R&amp;amp;D to swap our hierarchy for components.  When this feature is stable enough to be useful for professional development, it will be put to use by our internal teams and 3rd party developers.  &lt;br&gt;&lt;br&gt;Another great example of a massive R&amp;amp;D change that happened in the &amp;quot;Torque 2&amp;quot; repo was Juggernaught itself... when we were first getting that started, it was a massive, fairly destructive R&amp;amp;D project and it's been built back up to stability over time.  After the technology in &amp;quot;Torque 2&amp;quot; stabilizes, we move it to &amp;quot;Juggernaught&amp;quot;, which is our pre-release repository and proving ground.  From there, it gets used by us and other teams who aren't afraid of the lack of tools, documentation, and rough features in games, in order to smooth out the rough edges, fix bugs, tune performance, and all that good stuff.  After putting a Juggernaught version though the rigors of shipping commercial titles, we go through the arduous process of creating tools, improving usability, and writing documentation for it.  These are the final pieces necessary for a Torque product release.&lt;br&gt;&lt;br&gt;So the process is this...&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/2/29/T2_1.jpg'  alt=&quot;&quot;&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;You'll note that there are lots of pieces from R&amp;amp;D that have gone to full production and there's much more in the works.  This is a process that really works and ensures that you're working with the same technology that builds all Torque's best games. There's a lot to be excited about for future updates to Torque products.  Speaking of which, let's pull the covers off our plans for 2008!&lt;br&gt;&lt;br&gt;&lt;b&gt;Opening up Development&lt;/b&gt;&lt;br&gt;&lt;br&gt;From now on, with every opportunity we can, we're going to do beta releases on products so that we can get your feedback during development.  This is just the first step toward a transparent development process that we talked about months ago.  The &lt;a href='http://www.garagegames.com/blogs/985/14469'&gt;TGEA 1.7 beta&lt;/a&gt; is the first time we've done this in a while, but not only do we want to do this every time we have a big release, we also want to find ways to get more of you involved.  Right now, the open beta for TGEA is open, but before that, we also did releases closed to &lt;a href='http://www.garagegames.com/company/associates/'&gt;GG Associates&lt;/a&gt;.  Associates are basically GG community superstars, but there are many of you out there who can help just as much and we want your input too.  We're in the midst of building a web interface to support this kind of community development and feedback.  If it goes well, you all will be able to use this system to host, track, and communicate about your own projects as well.&lt;br&gt; &lt;br&gt;&lt;br&gt;The impetus to open up development has been driven by another key component to Torque's success.  You.   There are tens of thousands of Torque licensees in the GarageGames community.  A large percentage of you have been *incredibly* generous in helping us improve the technology.  Whether it's guys like &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=29233'&gt;Jeff Faust&lt;/a&gt;, &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=21036'&gt;John Kabus&lt;/a&gt;, &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=5416'&gt;Melv May&lt;/a&gt;, &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=44338'&gt;John Kanalakis&lt;/a&gt; and &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=11919'&gt;Tom Spilman&lt;/a&gt; who create incredible products that extend Torque's capabilities or make it easier to use, or superstars like &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=43279'&gt;Josh Engebretson&lt;/a&gt; (of &lt;a href='http://www.prairiegames.com/' target=_blank&gt;Minions of Mirth&lt;/a&gt; fame) who selflessly contribute improvements and bug fixes, all because they want the community to benefit from a better Torque.  They aren't employees, but they're part of what keeps Torque such a strong technology and they deserve *massive* credit for helping GG deliver a game development better experience  to you.  So, to all those mentioned and all the rest of you that have contributed to our codebase over the years, thank you!&lt;br&gt;&lt;br&gt;&lt;b&gt;Torque Products&lt;/b&gt;&lt;br&gt;&lt;br&gt;The TGEA 1.7 open beta here is going really well and we're looking at squashing 90% of the bugs that have been reported by full release.  This is the best Torque engine that's been released to date and it's all FREE for current TGEA owners.&lt;br&gt;&lt;br&gt;TGEA 1.7 is bound to ship in April and it's our best Torque engine to date.  Just as TGEA has moved to Juggernaut codebase, so will TGE and TGB.  That move will ensure greater stability and vastly improved performance.    As new R&amp;amp;D  is merged into Juggernaut daily, we'll be looking at new features to bring to TGE and TGB as well.  There are some really exciting possibilities!  On top of that, documentation and learning resources on all Torque products should improve dramatically.  This means more updates to all the current Torque products before the year is over. &lt;br&gt;&lt;br&gt;We've been listening and we know what you're looking for.  There are exciting projects in the works here including porting Torque to new consoles, supporting new platforms, enabling new publishing options, and of course, lots more great games to inspire and motivate development.  We're all going to keep working overtime to make Torque as great as the community that uses it.  Again, *huge* thanks to all who've been exceptional, selfless contributors to the community over the years.  You're the ones who make Torque great.&lt;br&gt;&lt;br&gt;&lt;b&gt;Finally, A Pre-emptive Q&amp;amp;A (with myself)&lt;br&gt;Q.&lt;/b&gt; &lt;b&gt;Can I Buy Juggernaut?&lt;/b&gt;&lt;br&gt;&lt;b&gt;A.&lt;/b&gt; You wouldn't want to.  Working with Juggernaut as is can be very difficult and as of this moment, TGEA 1.7 is everything Juggernaut is.  If you really want SVN access and to sign a crazy tightass EULA and NDA (because there's lots of stuff in there that can't be public...e.g. the Torque 360 code is in there and that contains proprietary MS info), then yes, maybe.  It's a PITA for us and it would be expensive for you so nine times out of ten the answer will be no.  If you become a GG Associate, you will have SVN access to our current Torque projects in development though and can participate in closed betas.&lt;br&gt;&lt;br&gt;&lt;b&gt;Q.&lt;/b&gt; &lt;b&gt;Which of the releases for current products will GG charge for?&lt;/b&gt;&lt;br&gt;&lt;b&gt;A.&lt;/b&gt; Not TGEA 1.7.  Beyond that, we can't say.  I would prefer if we established a more set time line for paid updates.  TGE went years without GG charging for updates.  TGB has been over 3 years.  It really depends on what goes into the releases.  Obviously development requires that we pay our guys, so at some point we'll have to charge, but as always, if we do, you'll get more than your money's worth.&lt;br&gt;&lt;br&gt;&lt;b&gt;Q.&lt;/b&gt; &lt;b&gt;When will we see OpenGL support in TGEA?&lt;/b&gt;&lt;br&gt;&lt;b&gt;A.&lt;/b&gt; Ahh...should have added that to the R&amp;amp;D bubble in the last graphic.  There is work being done on it right now, but talking about a delivery date is still premature.&lt;br&gt;&lt;br&gt;&lt;b&gt;Q.&lt;/b&gt; &lt;b&gt;How do I become an Associate?&lt;/b&gt;&lt;br&gt;&lt;b&gt;A.&lt;/b&gt; There is no hard and fast rule of what qualifies a good candidate for Associate status. It is usually rewarded to long-time GarageGames members who show continued contributions of quality work to the community. Candidates should above all be helpful and willing to share their knowledge with the community through the forums or blogs. A professional attitude is expected when interacting with others in the community. Associates are looked up to by other community members, so it is important to present a good example of how a professional developers should interact with their peers.  It is possible that some members who should be associates have been overlooked, if you know of such people, you can nominate them by e-mailing us.</description>
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	<item rdf:about="http://www.garagegames.com/blogs/83134/14439">
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		<dc:date>2008-03-13T21:18:49+00:00</dc:date>
		<dc:creator>Brett Seyler</dc:creator>
		<title>Torque X!</title>
		<link>http://www.garagegames.com/blogs/83134/14439</link>
		<description>It's been about 18 months since we announced that we were developing a brand new Torque engine for Microsoft's XNA framework.  Josh's post &lt;a href='http://www.garagegames.com/blogs/20592/11109'&gt;Torque X, Why We're Doing It&lt;/a&gt;, described our very early interest in Microsoft's venture, and why we chose to partner with them to remove barriers for indie game development.&lt;br&gt;&lt;br&gt;We worked our asses off with our highest powered engine devs to deliver Torque X last June.  Since that time, XNA has grown to huge proportions and Torque X development has continued apace, in many ways leading the charge for our overall Torque engine development.  Torque X's component architecture is a significant break from our C++ engines and it's something of a model for where those engines are headed.  &lt;br&gt;&lt;br&gt;Until recently Torque X was a 2D only game engine.  Lots of you downloaded our beta release of Torque X 1.5 which supported a full range of 3D features, but the last component missing was an update to the XNA 2.0 framework.  Today we're proud to release &lt;a href='http://www.garagegames.com/products/torque/x/'&gt;Torque X 2.0&lt;/a&gt;.  This release is a full-featured 3D component engine compatible with XNA 2.0.  Big credit goes to &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=70688'&gt;Thomas Buscaglia&lt;/a&gt; and &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=36339'&gt;Adam Larson&lt;/a&gt; for doing most of the heavy lifting to add 3D functionality last fall.  Huge credit to superstar &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=44338'&gt;John Kanalakis&lt;/a&gt; for working on the update to the 1.5 beta to achieve XNA 2.0 compatibility.  W00t!&lt;br&gt;&lt;br&gt;&lt;b&gt;What can Torque X 2.0 do now?&lt;/b&gt;&lt;br&gt;Torque X 2.0 takes full advantage of XNA 2.0, including its improved content pipeline, multiple-render targets, consistent behavior between Windows and Xbox 360, faster rendering performance, and simplified deployment process to the Xbox 360. Torque X 2.0 also works with Visual C# Express and all variations of Visual Studio 2005 on Windows XP and Vista. Torque X 2.0 can load and render a variety of 3D model formats, including GarageGames' .dts, .x, .fbx, and .xsi model formats.  Animation support for other formats is in the works.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sweet! How do I get it?&lt;/b&gt;&lt;br&gt;The current lineup of Torque X products looks a little different than our C++ engine products.  This was intentional.  For Torque X, we were able to independently develop the engine from the editors and, in the spirit of more options always being better, we decided to offer the engine and the editor separately.  What you see on the Torque X landing page actually looks like 5 products.  We have:&lt;br&gt;&lt;br&gt;-Torque X Engine binary                                                      &lt;b&gt;FREE&lt;/b&gt;&lt;br&gt;-Torque X Engine Pro (with source code) for Indies            &lt;b&gt;$150&lt;/b&gt;&lt;br&gt;-Torque X Engine Pro (with source code) for Commercial    &lt;b&gt;$750&lt;/b&gt;&lt;br&gt;-Torque X Builder for Indies                                                 &lt;b&gt;$100&lt;/b&gt;&lt;br&gt;-Torque X Builder for Commercial                                         &lt;b&gt;$495&lt;/b&gt;&lt;br&gt;&lt;br&gt;Yikes that's a lot of choices!  I get confused just looking at them... : /  In general, I want to make it easier to describe which product does what.  For Torque X, we'll be moving towards the goal of less products and more obvious choices with future releases.  For now, Torque X 2.0 will be a straight update to the Torque X 1.5 beta engine and at no change in price.  That means you can still check out the binary of the new 3D engine for FREE.  For those looking at 5 choices and not sure what they need to build a game, here are my recommendations:&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Experimenting with the technology, new to game development&lt;/i&gt;&lt;br&gt;Grab the FREE binary and TXB for a total of $100 if you qualify for our Indie discount.  Get used to writing your own components and working with the WYSIWG editor.  When you're ready, give importing 3D assets a try and see what you can do with the FPS demo.&lt;br&gt;&lt;br&gt;&lt;li&gt;&lt;i&gt;Some programming experience, want to make a game&lt;/i&gt;&lt;br&gt;You're probably a candidate for our Indie discount, so grab Torque X Pro and TXB Indie for a total of $250.  You get source code for the engine and the 2D WYSYWIG tool and should be well equipped to make your first game.  Add a Creator's Club subscription from Microsoft to the mix and you can deploy to the Xbox 360!&lt;br&gt;&lt;br&gt;&lt;li&gt;&lt;i&gt;Part of an established studio, want to try XNA for prototyping or commercializing a game with Community LIVE Arcade.&lt;/i&gt;&lt;br&gt;You can equip your team with Torque X Pro and Torque X Builder Commercial licenses for $1245 / seat (programmer).  Our commercial license also allows you to publish and monetize your game with Microsoft on the XNA LIVE Arcade channel.   Site licenses are also available.  Contact licensing@garagegames.com for details.&lt;/ul&gt;&lt;br&gt; &lt;br&gt;&lt;b&gt;Torque X Builder is still 2D?  When will there be a 3D WYSIWYG editor?&lt;/b&gt;&lt;br&gt;TXB has been updated for XNA 2.0 compatibility with engine, but at this point is only supports 2D WYSIWYG editing.  Our next big project with Torque X is going to rock.  We demo'd this quietly at GDC last month and all the features aren't quite there yet, but we're moving *very* fast and this new editor is awesome!  For an early look, I'll let this video (and John Kanalakis!) do the talking:&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/txb3d_preview1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;&lt;a href='http://www.vimeo.com/778087' target=_blank&gt;Video Preview of Torque X Builder 3D&lt;/a&gt;&lt;/i&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;See?  Told ya :)  When will this be available?  Well, you guys know better than to ask for a delivery date, but we're working on getting it to you ASAP and as you can see, progress is fast.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Can I see examples of what's been done with Torque X?&lt;/b&gt;&lt;br&gt;Sure!  XNA and Torque X are still very new, but there are already a lot of cool projects and games.  Back in 2006 we showed, more as proof of concept than anything else, Marble Blast Ultra done with Torque X.  We saw great performance and the port job was done in a matter of weeks.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/mbux.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;&lt;a href='http://www.youtube.com/watch?v=13rMPwYfZrY&amp;amp;NR=1' target=_blank&gt;Youtube Video of MBU in Torque X&lt;/a&gt;&lt;/i&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;We also have Simian Escape published last year.  The bulk of this game was created in &lt;a href='http://www.joystiq.com/2007/03/07/xna-challenge-simian-escape/' target=_blank&gt;just 4 days during GDC 2007&lt;/a&gt;.  Since shipping the game, Last Straw Games has started a couple new projects with Torque X:  Fowl Prowl and Rattle Battle. &lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/simian5_optimized.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;Simian Escape&lt;/i&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Another veteran of the XNA Challenge 2007, Josh Butterworth has two very good looking Torque X games under his belt.  The first was a product of the same &lt;a href='http://www.joystiq.com/2007/03/07/xna-challenge-final-stand/' target=_blank&gt;4-day crunch&lt;/a&gt; last year at GDC.  It was titled 'Final Stand' then, but is now known as &lt;a href='http://www.grassrootsgames.co.uk/DamageControl/?page_id=2' target=_blank&gt;Damage Control&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/damagecontrol_optimized.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;Damage Control&lt;/i&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Josh has another great looking game called &lt;a href='http://www.grassrootsgames.co.uk/LastAlarm/' target=_blank&gt;Last Alarm&lt;/a&gt; made with Torque X.  Check out the trailer by following the link below:&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/LastAlarm-hotrox.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;&lt;a href='http://www.vimeo.com/776938' target=_blank&gt;Trailer for Last Alarm&lt;/i&gt;&lt;/a&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;On top of these cool 3rd party projects, there's the great looking Platformer Starter Kit.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/psk.jpg'  alt=&quot;&quot;&gt;&lt;i&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/products/260/'&gt;Platformer Starter Kit&lt;/i&gt;&lt;/a&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Lastly, if you want to see what can be done in a short time with some basic art assets, the FPS demo that ships with Torque X has some impressive game play and visuals.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/fps_demo_tx.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;&lt;a href='http://www.vimeo.com/777487' target=_blank&gt;Video of the Torque X FPS Demo&lt;/i&gt;&lt;/a&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;There are likely many more Torque X games out there that we haven't seen.  If you have a cool project, please send us an email and let us know what you're doing.  We'll add it to the Powered by Torque page and possibly do a developer feature on GarageGames.com.&lt;br&gt;&lt;br&gt;&lt;b&gt;What's Next?&lt;/b&gt;&lt;br&gt;Aside from the 3D editor, we have big improvements planned to the art pipeline including compatibility with &lt;a href='http://softimage.com/products/modtool/' target=_blank&gt;XSI's XNA Mod Tool&lt;/a&gt;.  All the tutorials and starter kits (including the hugely popular Platformer Starter Kit) either have been or very soon will be updated.  &lt;br&gt;&lt;br&gt;We're doing Torque X boot camps across the country.  &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=54612'&gt;Davey Jackson&lt;/a&gt; and the team just returned from a regional camp in Texas hosted by SMU Guildhall.  We look forward to doing more camps like this with Guildhall and with other schools who want to target developers in their region.  Send us a note if you want to see a camp in your area.&lt;br&gt;&lt;br&gt;Oh yeah...John Kanalakis, on top of trouncing a mountain of work in the XNA 2.0 update to Torque X, is in the midst of finishing a book titled The Complete Guide to Torque X.  It should be awesome.&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://www.garagegames.com/images/site/images_bretts/KanalakisComps_Page_1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;Not a final cover design...but close!&lt;/i&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;Beyond that, the future for Torque X is wide open.  &lt;a href='http://creators.xna.com/whatsnew.aspx' target=_blank&gt;XNA 3.0&lt;/a&gt; offers some truly amazing opportunities to developers who want to make XNA games.  For the first time, there's a real, viable commercial path for your games with the ability to publish to Xbox LIVE Community Arcade.   Did we mention that you can make games for the Zune?!  Wow.  Anybody up for porting &lt;a href='http://www.garagegames.com/mg/snapshot/view.php?qid=1564'&gt;Legions&lt;/a&gt;?  :)  Okay...we don't know what the hardware will support yet, but when the XNA 3.0 SDK is out, we'll give you the straight scoop.  This should be fun!</description>
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	<item rdf:about="http://www.garagegames.com/blogs/83134/14040">
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		<dc:date>2007-12-22T01:05:17+00:00</dc:date>
		<dc:creator>Brett Seyler</dc:creator>
		<title>What a year... Here comes 2008!</title>
		<link>http://www.garagegames.com/blogs/83134/14040</link>
		<description>It's been an exciting year here at the Garage and it looks to be a mind-blowing 2008 not just for gamers with the impending launch of &lt;a href='http://www.instantaction.com' target=_blank&gt;InstantAction&lt;/a&gt;, but for the technology side of the business as well.  Torque is now taught or used to teach in &lt;a href='http://www.garagegames.com/solutions/education/'&gt;more than 200 schools and universities&lt;/a&gt; worldwide.  The education part of the business is on the serious up and up with new books by &lt;a href='http://www.amazon.com/Creating-Game-Art-Engines-Development/dp/1584505486' target=_blank&gt;Brad Strong&lt;/a&gt;, &lt;a href='http://www.amazon.com/Torque-Teens-Mike-Duggan/dp/1598634097' target=_blank&gt;Mike Duggan&lt;/a&gt;, and &lt;a href='http://www.garagegames.com/blogs/54612/13957'&gt;John Kanalakis&lt;/a&gt;.  There's also online training for anyone ramping up at &lt;a href='http://www.torqueschool.com' target=_blank&gt;Torqueschool&lt;/a&gt; here in the U.S., at &lt;a href='http://www.unisim.edu.sg/uni/pub/gen/uni_pub_gen_content.cfm?mnuid=12&amp;amp;id=3170' target=_blank&gt;SIM University with Playware Studios&lt;/a&gt; in Singapore.  On top of that, the GG crew is headed to Texas in a couple weeks to run a &lt;a href='http://www.garagegames.com/products/training/'&gt;boot camp at SMU Guildhall&lt;/a&gt; and people are &lt;a href='http://blogs.msdn.com/alfredth/archive/2007/12/10/torque-x-3d-for-education-boot-camp.aspx' target=_blank&gt;taking notice&lt;/a&gt;. &lt;br&gt;&lt;br&gt;Indies and Commercial developers alike have been cranking out &lt;b&gt;AWESOME&lt;/b&gt; games, and more generally developing really impressive products with Torque.  Consider this &lt;a href='http://www.garagegames.com/products/torque/powered'&gt;ridiculous list&lt;/a&gt; of games &lt;a href='http://www.garagegames.com/products/torque/powered'&gt;Powered by Torque&lt;/a&gt;.  Trust me too, you guys haven't seen anything compared to &lt;a href='http://www.instantaction.com' target=_blank&gt;what's coming in 2008&lt;/a&gt;.  It's not just indies, big commercial developers are using Torque too.  Torque has been licensed by NC Soft, Sony, Disney, Vivendi Universal, Hasbro, even without hands on commercial services and support.  We're also now officially officially supported middleware for both Microsoft and Nintendo, so wherever you want to go with your Torque game, the road is well-paved.&lt;br&gt;&lt;br&gt;In the non-game space, we're seeing lots of really cool stuff too.  We've been licensed by NASA, L3, Lockheed Martin and many others for serious games projects. &lt;a href='http://www.commandtoclient.com/content/view/17/1/' target=_blank&gt;C2C&lt;/a&gt; and &lt;a href='http://www.garagegames.com/my/home/view.profile.php?qid=59817'&gt;Eric Preisz&lt;/a&gt; consult and develop applications for this space regularly.  Just last month in Montreal, Davey Jackson and I took a look at an &lt;a href='http://www.terris-hill.com/products/simulynx_rigskill.php' target=_blank&gt;oil rig training simulation&lt;/a&gt; powered by Torque that knocked our socks off.  Seeing all these non-game applications is inspiring and very interesting both from a technical and business perspective, but it's never really been our core focus.  We've always been concentrated on empowering *game* development and we want to continue to do that. &lt;br&gt;&lt;br&gt;To further that goal, we're updating our EULAs for commercial licensing available on GarageGames.com.  The standard EULAs available through online purchase now permit only games for entertainment.  If you're wanting to profit from a simulation, serious game, virtual world, machinima, educational game or other game-not-for-entertainment application of Torque, you'll need to contact us at licensing@garagegames.com for licensing details.  We already do this for &lt;a href='http://www.garagegames.com/products/torque/twii/'&gt;Nintendo Wii&lt;/a&gt; and &lt;a href='http://www.garagegames.com/products/torque/t360/'&gt;Xbox 360 licensing&lt;/a&gt;, so it's really not much of a change, but it makes sense for us and for people doing non-game development.  Torque is still freely available for non-game applications under a very similar license.  Please contact us for more information at licensing@garagegames.com.&lt;br&gt;&lt;br&gt;The fact is, when huge companies or government agencies have licensed Torque in the past, they've almost always demanded changes from our standard EULA.  It should be easier for us to handle this work knowing beforehand what Torque is being licensed for so we can offer a license that better suits the application.  It has always  been our goal to empower indies, and we want our product to be accessible to anyone, but we didn't fully anticipate the many ways Torque would be used when we first established our Commercial EULA more than 6 years ago.&lt;br&gt;&lt;br&gt;We'll also now be requiring the display of a Torque logo or &amp;quot;splash screen&amp;quot; as just about every other game technology company does to help build their brand.  Emergent, Epic, Unity, Valve and others all do this and it makes sense.  This will help us identify the Torque stuff we're really proud of and make noise about it!  Without this requirement in our EULA, identifying the best games powered by Torque often happens months after the game ships or not at all.  This is unfortunate both for other developers working with Torque who want to see what's possible and for us because even though a splash screen is not a requirement, developers often don't even both to send us a link or post something in the forums.  So, we want to see what new stuff happens with our technology, and we'd like to be identified with it.  If this creates an undue burden for commercial developers or their publishers, we're happy to remove it in a custom license if you contact us at licensing@garagegames.com.&lt;br&gt;&lt;br&gt;So that's it :)  Lot's of cool stuff in 2007 and way more in 2008!  Pretty minor changes to the commercial EULAs. &lt;br&gt;&lt;br&gt;To answer some predictable questions...&lt;br&gt;&lt;br&gt;Q. Has anything changed if I'm an Indie?&lt;br&gt;A. Nope :)  We'll continue to improve GG tech and keep it affordable with a liberal license and support this rockin' community.&lt;br&gt;&lt;br&gt;Q. Will the price of Torque be higher for non-game applications?&lt;br&gt;A. Possibly.  It will depend on what you're doing.  It's also possible that it could be &lt;i&gt;cheaper&lt;/i&gt; if you're part of a non-profit or doing research.&lt;br&gt;&lt;br&gt;Q. When are the changes effective?&lt;br&gt;A.  The posted EULAs are now changed and the changes are effective January 1st, 2008.  Even though our EULA allows amendments or changes at any time without notice (and no other company on Earth would do this sort of thing, but...), we're giving people the opportunity to purchase Torque under the old EULA until 2008.&lt;br&gt;&lt;br&gt;Q. If I have a 2007 or older 'indie&amp;quot; license can I make a simulation, serious game, virtual world, machinima, educational game or other non-entertainment application?&lt;br&gt;A. No.  Indie license have always been for games only.  Contact licensing@garagegames.com if you want to use Torque to make these products.&lt;br&gt;&lt;br&gt;Happy Holidays!&lt;br&gt;&lt;br&gt;-Brett</description>
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	<item rdf:about="http://www.garagegames.com/blogs/83134/12815">
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		<dc:date>2007-04-30T22:51:16+00:00</dc:date>
		<dc:creator>Brett Seyler</dc:creator>
		<title>Still looking for Senior Engineers</title>
		<link>http://www.garagegames.com/blogs/83134/12815</link>
		<description>Hello everybody,&lt;br&gt;&lt;br&gt;We're still looking for engineers internally, so if you're borderline on the skill/experience requirements and interested, please follow up with us (recruiting@garagegames.com).  We've updated the compensation, experience, and skills slightly, so re-read below if you think you might fit.  Thanks!&lt;br&gt;&lt;br&gt;================Engineers================&lt;br&gt;&lt;br&gt;Position:&lt;br&gt;GarageGames have several positions open for experienced and talented game, technology and tool developers.&lt;br&gt;&lt;br&gt;You will be working with our teams of designers, artists, and programmers to create cutting-edge games or game technology.&lt;br&gt;&lt;br&gt;What are we looking for?&lt;br&gt;-All-Stars who are willing to take point and grab our technology by the horns in the creation of great games.&lt;br&gt;-Self-motivated individuals who are capable of working with others.&lt;br&gt;-People who will bring a wealth of experience to our teams of talented programmers.&lt;br&gt;&lt;br&gt;&lt;b&gt;Qualifications:&lt;br&gt;- Experience with either networking, multi-threading, 3D rendering architecture, or collision detection &amp;amp; physics&lt;br&gt;- C/C++ experience required&lt;br&gt;- Experience either as lead programmer or as a senior developer&lt;br&gt;- Excellent debugging and math skills&lt;br&gt;- Passion to make Great Games&lt;br&gt;&lt;br&gt;Pluses:&lt;br&gt;- 3-5 years development experience in the game industry.&lt;br&gt;- Bachelor Degree in Computer Science, Mathematics, Physics or related degrees&lt;br&gt;- Experience with Torque technologies&lt;br&gt;- Shipped titles on next-gen consoles or PC&lt;/b&gt;&lt;br&gt;&lt;br&gt;Benefits :&lt;br&gt;- Driven, exciting work environment&lt;br&gt;- Profit Sharing&lt;br&gt;- Project Royalties&lt;br&gt;- Health care Benefits (medical, dental, vision, alternative)&lt;br&gt;- Vacation, Personal and Sick Days&lt;br&gt;&lt;br&gt;Compensation:&lt;br&gt;&lt;b&gt;40-100k DOE, DOQ, large bonuses tied to performance, benefits, potential for equity&lt;/b&gt;&lt;br&gt;&lt;br&gt;How to Apply:&lt;br&gt;&lt;br&gt;Please respond with thorough documentation of your skills and ambitions for full consideration. Cover letters are acceptable.&lt;br&gt;&lt;br&gt;Contact recruiting@garagegames.com with:&lt;br&gt;&lt;br&gt;- Resume&lt;br&gt;- Links to your past/current&lt;br&gt;- Code samples</description>
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	<item rdf:about="http://www.garagegames.com/blogs/83134/12701">
		<dc:format>text/html</dc:format>
		<dc:date>2007-04-11T23:15:42+00:00</dc:date>
		<dc:creator>Brett Seyler</dc:creator>
		<title>GarageGames Now Hiring for several positions</title>
		<link>http://www.garagegames.com/blogs/83134/12701</link>
		<description>&lt;b&gt;Now Hiring for positions in Marketing, Web Development, and Engineering&lt;/b&gt;&lt;br&gt;&lt;br&gt;Location:&lt;br&gt;Eugene, Oregon&lt;br&gt;&lt;br&gt;Who We Are:&lt;br&gt;GarageGames.com, Inc is an established, growing on-line game publishing and development company. Our team is composed of talented gamers, and we make games on our own terms. We have a unique culture of hard working, highly motivated people and a flexible, creative work environment where they can flourish. We make the games we want to play and develop the technology we would want to use.&lt;br&gt;&lt;br&gt;At GarageGames you are part of a team and a partner in our development as a business. This shared growth philosophy permeates all aspects of the company. Compensation heavily rewards performance on top of a base salary with benefits. Additionally, there exists the potential to earn equity in this fast-growing venture.&lt;br&gt;&lt;br&gt;&lt;b&gt;=====================MARKETING=======================&lt;/b&gt;&lt;br&gt;&lt;br&gt;Web Savvy Marketing Pros Wanted - SEO, external team managment, bizdev&lt;br&gt;&lt;br&gt;Help sell something that's actually worth getting excited about...GAMES!&lt;br&gt;&lt;br&gt;Position:&lt;br&gt;Full Time Marketing Project Director -- SEO, External Team Management, Business Development&lt;br&gt;&lt;br&gt;What you need to qualify:&lt;br&gt;- Expert-level knowledge of SEO, viral, and other modern marketing techniques&lt;br&gt;- Experience with traditional marketing&lt;br&gt;- Experience in a management role&lt;br&gt;&lt;br&gt;Pluses:&lt;br&gt;- Bachelor's degree in Marketing, Advertising, or related program&lt;br&gt;- A passion for games and game technology.&lt;br&gt;- Worked at a startup before&lt;br&gt;&lt;br&gt;Benefits :&lt;br&gt;- Driven, exciting work environment&lt;br&gt;- Profit Sharing&lt;br&gt;- Project Royalties&lt;br&gt;- Health care Benefits (medical, dental, vision, alternative)&lt;br&gt;- Vacation, Personal and Sick Days&lt;br&gt;&lt;br&gt;How to Apply:&lt;br&gt;&lt;br&gt;Please respond with thorough documentation of your skills and ambitions for full consideration. Cover letters are acceptable.&lt;br&gt;&lt;br&gt;Contact recruiting@garagegames.com with:&lt;br&gt;&lt;br&gt;- Resume&lt;br&gt;- Links to your past/current work if available &lt;br&gt;&lt;br&gt;&lt;b&gt;=====================WEB DEVELOPMENT===================&lt;/b&gt;&lt;br&gt;&lt;br&gt;Full Time Lamp Web Developer (Project lead)-- PHP, CSS, Javascript, AJAX, MySQL, A&lt;br&gt;&lt;br&gt;Position:&lt;br&gt;Full Time - LAMP Web Developer -- PHP, CSS, Javascript, AJAX, MySQL, Apache, Linux&lt;br&gt;&lt;br&gt;What you need to qualify:&lt;br&gt;- Expert-level knowledge of PHP4 Programming&lt;br&gt;- Knowledge of PHP5&lt;br&gt;- Experience with Apache and Linux&lt;br&gt;- Strong understanding of MySQL 4.1t is required (5.0 is preferred)&lt;br&gt;- Strong understanding of JavaScript &amp;amp; Ajax&lt;br&gt;- Bachelors in Computer Science or Information Science.&lt;br&gt;&lt;br&gt;Pluses:&lt;br&gt;- A passion for games and game technology.&lt;br&gt;- Knowledge of XML&lt;br&gt;- Experience with SVN - Understanding of web caching techniques&lt;br&gt;- Some knowledge of Command Line tools (SSH, RSYNC, VI/NANO)&lt;br&gt;- Photoshop&lt;br&gt;- Been Dugg or Slashdotted and survived ;)&lt;br&gt;&lt;br&gt;Benefits :&lt;br&gt;- Driven, exciting work environment&lt;br&gt;- Profit Sharing&lt;br&gt;- Project Royalties&lt;br&gt;- Health care Benefits (medical, dental, vision, alternative)&lt;br&gt;- Vacation, Personal and Sick Days&lt;br&gt;&lt;br&gt;How to Apply:&lt;br&gt;&lt;br&gt;Please respond with thorough documentation of your skills and ambitions for full consideration. Cover letters are acceptable.&lt;br&gt;&lt;br&gt;Contact recruiting@garagegames.com with:&lt;br&gt;&lt;br&gt;- Resume&lt;br&gt;- Links to your past/current&lt;br&gt;- Code samples &lt;br&gt;&lt;br&gt;&lt;b&gt;========================ENGINEERING======================&lt;/b&gt;&lt;br&gt;&lt;br&gt;Position:&lt;br&gt;GarageGames have several positions open for experienced and talented game, technology and tool developers.&lt;br&gt;&lt;br&gt;You will be working with our teams of designers, artists, and programmers to create cutting-edge games or game technology.&lt;br&gt;&lt;br&gt;What are we looking for?&lt;br&gt;-All-Stars who are willing to take point and grab our technology by the horns in the creation of great games.&lt;br&gt;-Self-motivated individuals who are capable of working with others.&lt;br&gt;-People who will bring a wealth of experience to our teams of talented programmers.&lt;br&gt;&lt;br&gt;Qualifications:&lt;br&gt;- Experience with either networking, multi-threading, 3D rendering architecture, or collision detection &amp;amp; physics &lt;br&gt;- 3-5 years development experience in the game industry.&lt;br&gt;- C/C++ experience required&lt;br&gt;- Shipped titles on next-gen consoles or PC&lt;br&gt;- Experience either as lead programmer or as a senior developer&lt;br&gt;- Excellent debugging and math skills&lt;br&gt;- Passion to make Great Games&lt;br&gt;&lt;br&gt;Pluses:&lt;br&gt;- Bachelor Degree in Computer Science, Mathematics, Physics or related degrees&lt;br&gt;- Experience with Torque technologies&lt;br&gt;&lt;br&gt;Benefits :&lt;br&gt;- Driven, exciting work environment&lt;br&gt;- Profit Sharing&lt;br&gt;- Project Royalties&lt;br&gt;- Health care Benefits (medical, dental, vision, alternative)&lt;br&gt;- Vacation, Personal and Sick Days&lt;br&gt;&lt;br&gt;How to Apply:&lt;br&gt;&lt;br&gt;Please respond with thorough documentation of your skills and ambitions for full consideration. Cover letters are acceptable.&lt;br&gt;&lt;br&gt;Contact recruiting@garagegames.com with:&lt;br&gt;&lt;br&gt;- Resume&lt;br&gt;- Links to your past/current&lt;br&gt;- Code samples &lt;br&gt;&lt;br&gt;&lt;b&gt;========================INTERNSHIPS====================&lt;/b&gt;&lt;br&gt;&lt;br&gt;Hey guys, if you fall short on the experience or skill set requirements for any of the above positions, but would still like to get some valuable experience working with our teams in Marketing, Web Development, or Engineering, take a look at our internship program.&lt;br&gt;&lt;br&gt;We're always looking for new talent and sometimes we find it where we'd least expect.  If interested, please forward your resume (cover letter acceptable) and some work samples to recruiting@garagegames.com.  These positions are unpaid, but they're a great way to get in the door here or just to gain useful experience in the games industry.</description>
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