Torque 3D Development - Release!!!
by Brett Seyler · 09/28/2009 (10:33 pm) · 335 comments
We're finally here. Release day!
Download the Torque 3D 1.0 release from your account now!
It's been a bit quiet for the past month while we sprint to the finish. I've been in Europe demoing Torque 3D to publishers, studios and the press (you'll hear more about this soon). Meanwhile, the whole team here has been putting in a monster effort to bring you the most stable, solid release of Torque ever.
If you've already made the jump, you know that this is a whole new breed of Torque. The tools are ground breaking for development productivity. The content pipeline gets your art into Torque at light speed and live asset updating lets you iterate on your content in tools of your choice and watch them update in Torque instantly.
What's Inside
If you've been following these dev blogs, you've seen almost every feature of Torque demonstrated first hand. You can also find all these details neatly organized on the Torque 3D page as well. So down to details...here's what's in this release:Engine Advanced Lighting* Particle System Revamped Terrain System COLLADA Import Pipeline Audio API Improved Material System Improved Skinned Mesh Performance PostFX System* Improved Water Blocks and Planes Physics (via PhysX)* Live Asset Updating New Tools River Editor Road Editor Datablock Editor Decal Editor Particle Editor Material Editor Shape Editor Viz Toggles Collada Exporter (for Interiors) Improved Tools Terrain Editor Terrain Painter Object Editor GUI Editor | Publishing** Windows (D3D) OSX (OGL) Web (FF, IE, Chrome, Safari) Projects PhysX: Cloth FPS Example: Burg * Limited or N/A on OSX ** Console licenses for all major platforms available separately. Contact licensing@torquepowered.com for details. |
FPS Example? Yes. If you've been a part of the beta groups, you've seen "FPS Genre Kit" as a project in previous builds (including Beta 5). We are planning to build out a much more robust and complete for-pay "FPS Genre Kit" (with improved functionality and documentation), but we want to minimize confusion between the projects. "FPS Example" has all of the same functionality as "FPS Genre Kit" from the betas. What you're seeing here is less content, but primarily a renaming.
Now, some of you are wondering "what's Burg?" Here is your answer...
In a couple weeks, we'll also be releasing Rasmus Deguchi's War Machine demo. Check it out here:
What about...
Gerhard's stuff
From the beginning, we've been very impressed with Gerhard was able to do with older version of Torque. I had hoped to ship Torque 3D with at least one demo of his stuff, but we encountered a few obstacles. Gerhard lost the artist he was working with and on the programming side, we struggled to keep his projects compatible with the Torque core, particularly GFX. Demos like "Wetness", "Depth of Field", "SSAO", and "Soft Particles" all showcase some great artwork and clever extension of Torque. We now have all these technical features in this release and neatly integrated in the PostFX system, with the exception of Wetness. We're going to follow up on that and build a nicer, more flexible implementation of Wetness into PostFX. See the discussion of that here. Much <3 to Pat Wilson and Sickhead for doing all this kickass PostFX stuff, including Light Rays, Scatter Sky and yes, even lens flares / coronas.
Undercity Demo
The Undercity Demo was built primarily to show at GDC last March. We're really proud of what Logan put together for us and we're looking at doing more work on this demo before releasing it either as part of the forthcoming FPS Genre Kit, or as a FPS Example.
Pacific Demo / Forest Kit
The Pacific Demo is built using Sickhead Games' Forest Kit foliage technology add-on. The Forest Kit is slated for a release to coincide with Torque 3D 1.1. This branch is already being actively worked on and you'll hear more about both the 1.1 release and the Forest Kit add-on in the coming weeks. Tom's already posted a nice teaser showing ground cover materials being properly lit by both Advanced Lighting, and Basic Lighting, all with wind animation.
Barricade Demo
The Barricade Demo was originally built to show off Torque technology circa 2006. Yikes. Sickhead Games are working on an updated version of this to be released in the near future.
Warrior Camp Demo
We never got to a point where we were satisfied with the way this looked, so it's been paused until we decide what (if anything) we want to do with it.
Luma's Racing Kit
Still in the works! Luma's been jamming on all kinds of other cool projects, including Rev, but they are working on finishing the Racing Kit in the next few months.
How is Torque 3D licensed?
The Torque 3D 1.x license is currently posted on the Torque 3D page. You can view it there. This document governs the Professional and Studio licenses. You'll find no reference to the "Basic." Why? As I've mentioned on several occasions where it's come up, we were never really hot on the spec for "Basic." It confuses the primary product spec ("Professional" and "Studio" share identical features) in creating a feature delta and frankly, the number of people who've jumped on the "Professional" license has convinced us that a "Basic" version is not really needed. What you'll see contemplated in the EULA we've posted is an "Artist" version instead. What we're considering here is offering a binary only, full-featured version of Torque 3D for $500 / seat. Discounts for owning prior versions of Torque would apply.If you'd like to make your opinion known, log your vote in the form below. We'll defer making a final decision about this for at least a month or two.
No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.
What's Next?
A couple weeks ago we spun up an official Torque 3D 1.1 branch for work in parallel to the 1.0 release. The primary goals for the 1.1 release are:1. Performance and optimization
This will mostly be targeted at improving Advanced Lighting (shadows), but the uber geniuses at Sickhead and GameClay keep coming up with ways to get cycles back all over the place. Don't be surprised to see huge improvements (over the already great performance) on mainstream hardware and embedded devices in the next couple releases.
2. Usability improvements
We've a bevy of new tools and we're not silly enough to think we did everything perfect the first, second (or 50th) time, so go, use them. Tell us what you like and don't like. We'll keep improving until they are as perfect as they can be.
3. Particle System refactor
This has been in the works for months actually and Pat (with the help of pureLIGHT) is preparing a fully awesomed-out particle system for 1.1. I'll save going into the spec for a separate blog, but it's going to be all kinds of hawt. Here's Pat showing off wiring up 150 point lights in a PhysX "Lightfall."
4. Core improvements necessary for compatibility with Forest Kit
These are ongoing, but expected to wrap with 1.1 and coincide with the much anticipated release of Forest Kit by Sickhead.
5. OSX feature parity
We're obviously a *little* disappointed we weren't able to get Advanced Lighting to run well enough on OSX to ship with this release (see Alex Scarborough's forum post on Advanced Lighting for details), but we're confident that Torque 3D is the best game engine ever released for OSX games. Basic Lighting (what you're seeing in the Burg Demo) is really a very advanced, very fast forward renderer capable of more than any previous lighting system we've had. Objects and materials can recieve up to 4 lights at a time and each light can cast projected shadows optionally. We'd also like find a workable cross-platform solution for physics. PhysX supports everything *except* for OSX, so we're likely to look at Bullet in the next few months. In all likelyhood, we may never achieve feature parity, but we'll push OSX as hard as it can be pushed for you guys, and then we'll push it harder.
The developer community is already on Torque 3D in a big way. Here are some highlights from past weeks you might not have seen. As always, cool, well made stuff contributed back will go into the core for everyone to use.
Special thanks to Sickhead Games for contributing more to this release than I thought possible. You guys rock!
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, and the Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Documentation
- Post #27 - Beta 4!
- Post #28 - Shape Editor
- Post #29 - Beta 5!
- Post #30 - Collada Import GUI Dialog
- Post #31 - 1.0 Release!!!
- Post #32 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#62
09/29/2009 (2:30 am)
@Sparkling: When the time arises, I'm sure you'll be work something out with us.
#63

What is this HDR new or current?

Party On!
09/29/2009 (2:33 am)
Thanks [GG]Pat or {GG}UnknownDev the emissive material shadows work great!
What is this HDR new or current?

Party On!
#65
While I am quite happy with T3D and it really doesn't effect us and our direction, I do not think it is a great decision to remove TGEA and doesn't set great precident for future releases as well. Hopefully you will reconsider and if you are worrying about "branding" issue you can always just rebrand it under another name. Fender sells cheap guitars as Squier you know :-).
Edit: How does this also effect the AFX 2.0 release?
09/29/2009 (2:57 am)
I can see TGE going away at least from the standpoint of not being able to purchase is, but you just replaced TGEA with T3D and you are going to discontinue it in a month? You used the 98 example, it is more like Windows discontinuing Vista in December. They are still selling XP OEM in some special cases right now (their product from 2002).While I am quite happy with T3D and it really doesn't effect us and our direction, I do not think it is a great decision to remove TGEA and doesn't set great precident for future releases as well. Hopefully you will reconsider and if you are worrying about "branding" issue you can always just rebrand it under another name. Fender sells cheap guitars as Squier you know :-).
Edit: How does this also effect the AFX 2.0 release?
#66
I hope your joking about Esenthel. Its for coders and the GUI is junky as hell, not suprising one person is developing it, the demo feels like it. nice shots OmegaDog, looks great.
09/29/2009 (3:10 am)
@ Sean H.I hope your joking about Esenthel. Its for coders and the GUI is junky as hell, not suprising one person is developing it, the demo feels like it. nice shots OmegaDog, looks great.
#67
I guess if you want to see SS from our game I could show you a bit of what we're doing with our latest rendition of TGEA...





As you can see in these screenshots we are still working on worldbuilding. The inventory and database stuff isn't done being coded yet so I don't have any gameplay to show yet. But this shows that we're workin. :) Going is slow, but we're still goin.
-Sparkling
09/29/2009 (3:16 am)
Thank you for the reply Brett. I appreciate the vote of confidence. :)I guess if you want to see SS from our game I could show you a bit of what we're doing with our latest rendition of TGEA...





As you can see in these screenshots we are still working on worldbuilding. The inventory and database stuff isn't done being coded yet so I don't have any gameplay to show yet. But this shows that we're workin. :) Going is slow, but we're still goin.
-Sparkling
#68
09/29/2009 (3:25 am)
Dude, we are *so* going to get drunk on Thursday... and Friday... and Saturday... and... :)
#69
09/29/2009 (3:32 am)
Congrats on release guys :)
#70
Forgot something else! Question: what does the War Machine 'demo'?
09/29/2009 (3:37 am)
Quote:@Sparkling: When the time arises, I'm sure you'll be work something out with us.Good to hear.
Forgot something else! Question: what does the War Machine 'demo'?
#71
This blog read like a lot of "Sorry we couldn't do this, and sorry we couldn't do that." Too many excuses. [Edited out for trollishness]
But that's just how I read it. [Edited out for trollishness]
Once the docs become more useful, it'll be great. :)
09/29/2009 (3:54 am)
Congrats on release.This blog read like a lot of "Sorry we couldn't do this, and sorry we couldn't do that." Too many excuses. [Edited out for trollishness]
But that's just how I read it. [Edited out for trollishness]
Once the docs become more useful, it'll be great. :)
#72
I believe it demos T3D's potential to render a single model with an assload of polys (and very beautifully I might add!).
09/29/2009 (3:59 am)
Quote:what does the War Machine 'demo'?
I believe it demos T3D's potential to render a single model with an assload of polys (and very beautifully I might add!).
#73
09/29/2009 (4:05 am)
Torque 3D 1.1 is a free upgrade for Torque 3D owners.
#74
09/29/2009 (4:06 am)
Oh that's great news. Ignore my previous post. It sounded pretty trollish (been one of those days -- again). In fact, consider it edited.
#75
@ Edward:
As an example: who do you think sells more cars each year Kia or Porsche? Which would you rather own (don't be a ninny)? Which is priced for the consumer market and which one is priced for the enthusiast market? Both fulfill the needs for a commuter car. Now, here's trick question, which one is more reliable? I honestly don't know but I can tell you which one is more expensive to repair : )! I don't want to get too lost in the analogy here, but my point is that price affects perception. People make assumptions about quality based on the price of a product.
@ Javier- Thank you. And we'll look into updating the TGEA page so you can actually purchase it before November.
@ Phillip- Thank you, that is exactly what I meant.
@Sean H-
Partly, true: we do want to funnel new license inquires to Torque 3D and away from TGE/TGEA, but not solely for our own monetary gain. We believe that Torque 3D is a better product in every regard than TGE and TGEA. Torque 3D has been crafted specifically with the end user experience in focus and is a better representation of our brand quality now and for the future of Torque than TGE/TGEA.
@Sparkling: Nice pics! Also, as Brett said we will work with you, or any current Torque licensee on extending licenses for on going projects. If TGE/ TGEA is meeting your needs for a current project, that's great! We're not forcing you to switch.
09/29/2009 (4:14 am)
Wow, ok so here we go : )@ Edward:
Quote:So anyone that hasn't upgraded to TGE or TGEA pretty much you wont even leave those options there for them as a introductory engine?Yes, we are not going to leave it up as an option. We feel that there are much better options for introductory engines currently available, Torque 3D and Torque 2D being two of them. You only get one chance to make a first impression and we want new users to see our best work, not our work from 4 years ago.
Quote:Cheap or not. Its a good engine for young or novice game makers that can and need a less intuitive engine.You flatter us, but I disagree. I think young and novice game makers want to see their ideas up and running as quickly as possible and I think Torque 3D will allow them to do so faster than TGE or TGEA.
Quote: By calling it a "cheap engine", i think you just made the last 9 years of work from V12 to TGEA just a bit more tarnished, from your own words.That is why I didn't call it a cheap engine. I think that anyone who has purchased TGE or TGEA has received an exceptional value and we stand by our work. To your point, I did consider revising the wording of my message. Consider for a second, that the price of our previous engines has hurt us even as it has helped us. While TGE and TGEA have received broad adoption in the Indie and hobbyist community, our low price point has also damaged our perception as a quality product.
As an example: who do you think sells more cars each year Kia or Porsche? Which would you rather own (don't be a ninny)? Which is priced for the consumer market and which one is priced for the enthusiast market? Both fulfill the needs for a commuter car. Now, here's trick question, which one is more reliable? I honestly don't know but I can tell you which one is more expensive to repair : )! I don't want to get too lost in the analogy here, but my point is that price affects perception. People make assumptions about quality based on the price of a product.
@ Javier- Thank you. And we'll look into updating the TGEA page so you can actually purchase it before November.
@ Phillip- Thank you, that is exactly what I meant.
@Sean H-
Quote:Well honestly, I think GG is intentionally dropping support for TGE and TGEA to purposefully funnel people into the T3D camp who would otherwise have found TGEA more than suitable for their needs.
Partly, true: we do want to funnel new license inquires to Torque 3D and away from TGE/TGEA, but not solely for our own monetary gain. We believe that Torque 3D is a better product in every regard than TGE and TGEA. Torque 3D has been crafted specifically with the end user experience in focus and is a better representation of our brand quality now and for the future of Torque than TGE/TGEA.
Quote:We want new users first interaction with Torque to fun and fulfilling.I stand by this statement.
@Sparkling: Nice pics! Also, as Brett said we will work with you, or any current Torque licensee on extending licenses for on going projects. If TGE/ TGEA is meeting your needs for a current project, that's great! We're not forcing you to switch.
#77
09/29/2009 (4:17 am)
What Phillip said.
#78
On another note:
Man, it is getting silly in here. I am beginning to wonder who is on planet earth with me. One example: "Best engine money can buy" ..is a bit silly. ..silly silly silly.
It must be the ink on your paycheck!..stop touching it! ...it's printed with mind control ink!
09/29/2009 (4:42 am)
correct me if I am wrong...but that war demo is not a model with an "assload of polys" >>> it uses baked normal maps. It is a showcase of what the shaders and rendering can do in the hands of an experienced artist. On another note:
Man, it is getting silly in here. I am beginning to wonder who is on planet earth with me. One example: "Best engine money can buy" ..is a bit silly. ..silly silly silly.
It must be the ink on your paycheck!..stop touching it! ...it's printed with mind control ink!
#79
09/29/2009 (4:44 am)
ROFL~
#80
09/29/2009 (4:47 am)
@eb: Best rendering engine on OSX, for sure. Best overall at any price? Probably not yet. Give us a bit more time. I'd like to make the argument. 
Torque 3D Owner David Chan
I'd be a bit hesitant buying an engine that is a one man show. All kinds of potential problems there.