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Binary Announcement and Release

by Brett Seyler · 12/01/2009 (2:18 pm) · 203 comments

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Good afternoon Torque people! It's my pleasure to share some exciting news with all of you this Monday. As I alluded to in my previous blog, we've mulled over a lower-tier licensing option for Torque 3D long enough. It's time.

"Torque 3D" is now available for licensing. A full-featured, binary-only version of Torque 3D Professional, it can be licensed for just $250 / seat. With Torque 3D then, the following options are available:

Torque 3D Professional - $1000 / seat
Torque 3D - $250 / seat


Of course, we also have a full-featured, binary only demo which you can download and use for FREE as long as you want. But we have one more surprise for you...

For the month of December, you can license Torque 3D at a $150 discount. For the next 31 days, it's $100 / seat!

I hope you all feel like this is a good solution for an high-quality introduction to Torque for developers who aren't ready to pay for the full cost of a Professional license. We looked at a lot of options, and we feel like this is the most straightforward way for us to give developers what they are looking for. There are no strings, no royalties, no catches or gimmicks. If you have $100 (in December), you can start using Torque 3D to make games now. If you have another $750, you can upgrade to a Professional license and have full access to Torque 3D source code and first access to alpha and beta features. Again, the latter is just the beginning in the way of Pro perks, but source access to a the best terrain, networking and rendering technology this side of $1M is a pretty nice perk in and of itself.


Here's a quick peek at what people are doing right now (shameless eye candy plug):



Fantastic work in Torque 3D by Alan James



Pre-emptive Q&A

Q. Is there a feature delta between Torque 3D and Torque 3D Professional?
A. With the exception of source code, not at all.

Q. Is the Torque 3D (binary) license for commercial use?
A. Absolutely. It's the same as the Professional license. Use it make as many games as you like. One simple fee. No royalties.

Q. What about upgrade paths?
A. Legacy Torque license holders (TGE / TGEA) cannot apply their investment to Torque 3D, but we will continue to allow that investment to applied to a Professional license. If an individual owns both a legacy license (e.g. "TGE" for $150), and they purchase Torque 3D, they may apply the greater of the two discounts to a Torque 3D Professional license.

Q. If I pay $100 for Torque 3D this month, do I get a $100 or a $250 discount on a Professional license?
A. $250.

I'm happy to answer any other questions in the comments and I'll update the Q&A with good ones as we go.

Torque 3D development blogs:

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

#41
12/01/2009 (8:24 pm)
@Rich - There are several ways to implement a melee system. There is no set solution, and I can come up with a script driven one for a hack & slash game if tasked with it. So, the concept is not "out" like you say.

The Shape Editor gives you a lot of freedom for creating new animations and nodes that can be assigned to actions. You just need to know how to properly rig/animate, and learn the Shape Editor properly. We have also added several highly requested animation states to the stock engine, such as swimming and crouching.
#42
12/01/2009 (8:43 pm)
Love the deal and the price.

David what Ron is meaning is that it is not really a deal for TGEA owners if planning on going to Pro version later. It isn't a stepping stone like having no license or TGE license. In the end TGEA owners would pay $100 for T3D, then pay the usual standard $705 for Pro that we would pay with or without the T3D version. Doing it that way would be better to not upgrade the T3D license but upgrade the TGEA license at a later date then we'd have two licenses(T3D and Pro). Or not buy T3D at all and just buy T3D pro later would save TGEA owners $100. Make sense or am I missing something?

Since my real job is pretty much on the way out, it'd be easier for me to tell my wife that I could spend $100 now and it will go toward the full source version when I am ready for it. I don't know if I would upgrade FoHO to T3D but would be nice to have the resources to try it out and then upgrade to T3D Pro without losing money. I already kick myself for not buying the EA price.

But whether there might be a Binary AFX version kind of waiting for as well.
#43
12/01/2009 (8:52 pm)
Sounds like a happy median for all. Provides for those who still want the source and the teams members who don't need it.
#44
12/01/2009 (9:12 pm)
@Leathel Grody
It is a source -> source upgrade path, so TGEA and such push forward on the Torque 3D Professional version, just as it would have with the old Basic license. It does not make sense to have a source to non-source upgrade pricing tier.
#45
12/01/2009 (9:58 pm)
I like the plan.

It would be great if T2D also had a plan like this. If so, I would be quick to purchase that engine as well.

Jason
#46
12/01/2009 (10:55 pm)
I will get this but I need to know 3 things first. I have made a game in tge that has no engine changes except for GMK but GMK provides an exe so can i use that exe or do i need a torque 3d professional liscense to do that? Also how long will it take to port my tge game to torque 3d?

Also someone on my team owns torque 3d professional so can I get him to compile me exe's then can i use them?
#47
12/01/2009 (11:27 pm)
@Alexander
That depends on the complexity of your game and your own skill level. If it helps though I had a demo in 1.5.2 that consisted only of two missions and was fairly simple with the only source change to it being for web deployment. The port time for me lasted around 2 - 4 days. This included me rebuilding the world from scratch, copying over the game logic and my artists creating new assets.

Of course, your mileage may vary.
#48
12/02/2009 (2:22 am)
@Michael
That's good to hear about the shape editor, I just remembered having to do engine changes to add different arm swings for weapons or movements that weren't already there, that's good news if T3D takes away that need.

As far as the melee thing goes I was mostly refering to what was already available through resources, Never really noticed any script only melee systems that were reliable enough to use, but I guess there always is the invisible projectile method for melee.

Also I saw it asked a few times above, but don't remember seeing an answer, perhaps I overlooked it. But does purchasing the binary version unlock the private T3D forums. I understand that source code is posted in those forums, but I'm sure there is lots of valuable script only information in some of the posts.
#49
12/02/2009 (4:10 am)
This is fantastic!

A quick question now about the Demo version: has anything changed with the demo version (ie the item limit), or is it still the same?
#50
12/02/2009 (5:18 am)
Thanks scott for the answer but if I want to put a mission from tge into torque 3D how long would that take. I already have missions ready and if I have to completely redesign them then I won't be using torque 3D.
#51
12/02/2009 (5:53 am)
Well I've bought it at that price (you just can't really go wrong at that price (not much more then the price of a console game and a lot more value)).
How hard would it be to port say a iTGB project (nothing fancy, pure scripting only) to T3D so I could create a web based version for sales / publicity for the iTGB game (not at home at the moment to try it)?
I think that this is about the right price by the way ($250) and the $100 price is perfect for the impulse buy (well I did at least).
#52
12/02/2009 (5:59 am)
YEAH!! That's great news!! You've set a price tag even lower of what I suggested!! We have to thank you a lot (and a little bit also UDK :D).

Now I have a suggestion: I know you are all working on 1.1 and probably don't have enough time or manpower for this, but I think you really should make small genre demoes to show people what can be achieved by scripting only, like: an RTS demo, an Hack and Slash demo, Space Travel demo and a puzzle game demo.

This will get you two advantages: first remove the misconception that torque games can be only FPSs (misconception based on the old TGE tech). And also would put you against the problems of a new user trying to make a game different from an FPS and so expose some other useful commands to scripting that maybe you didn't think about.

Waht do you think about it?
#53
12/02/2009 (7:05 am)
Great, this is a very good deal. You've got my $100, I'm a T3D owner since now. :-)
#54
12/02/2009 (7:48 am)
Mike Moore: that will be a pretty large work you will have to do as TGB (the whole t2dxxx stuff) is not present in T3D, you only have 3D.
Thats what will happen with Torque2D likely, the successor of torque 3D

You could though use TGB / TGB Pro and something like the OSAKit to create an online version of your game (or check out one of the resources for plugin compilation that exist since late TGE days)
#55
12/02/2009 (8:35 am)
This is epically unreal, I predict an increase of unity among the community ;)

Definitely affordable, now I just need to find £60 / $100, looks like I have an appointment with the sofa's and chairs :)
#56
12/02/2009 (9:37 am)
I think it's safe to say that for owners of both TGE & TGEA, buying the binary version is NOT a good option unless:

1. You already have a project in mind that you intend to release to the public.
2. The binary version will satisfy your game requirements 100%.

If you own both legacy engines and are interested in prototyping a project or "playing around" with the engine, then the free binary demo version seems to be a sufficient route.

If you have already been working in the demo version and have a game project nearly ready for release, then the $100 license is a good option because you save $150. But if you have found that the demo version is not getting your game where you want it to be, then buying the binary version and a subsequent upgrade to the Pro version will actually cost you an extra $100 (again...this applies to owners of the existing legacy engines).

For non legacy engine owners...BUY THIS NOW! $100 is a steal for a $250 discount on a future upgrade and a kick@$$ 3D game engine to boot.

I too am kicking myself for not buying T3D at the EA price of $500.

Hey Brett...what are the odds that legacy engine owners would see a "Round 2" of the original EA price point?

--RB
#57
12/02/2009 (9:49 am)
This is awesome news for students, who still need to know the basics.
I am a teacher at a university, and would like to thank GG for this release, my studens will love it.

I want to second Andrea in his request for some demo's. I am sure the community will come up with some answers resource and what not, but then again, you are already familiar with the product.
#58
12/02/2009 (10:27 am)
Could people wanting tutorial features for genre or game-specific tutorials please post their desires on the Torque 3D forum? It will help keep our eyes on them as Mich and the doc team move forward. It will also help keep people who are interested in writing tutorials or books eyes on what the community wants. It keeps coming up, but rarely does anyone provide any specifics.
#59
12/02/2009 (10:39 am)
A solid script melee would be pretty cool...I have a chopped version implemented, but Josh Moore's version takes the cake...would be nice to have it stock.

David, I have some ideas, might beable to help out. I'll post a thread in the T3D forum.

BTW: good idea putting T3D out there for $100 bucks! Like W.D.C says, awesome for students. Plus, all the other people on the net talking about T3D. They can get their feet wet in a great engine! T3D is by far the Top Dog for indie and pushing the limits against "AAA" engines. Merry Christmas indeed!
#60
12/02/2009 (10:43 am)
I've been waiting for this, bought it last night. The pricing was even better than what I hoped for. You've earned some respect from this poor student, at least.