T3D 1.1 Preview and Our New Office
by Eric Preisz · 04/08/2011 (4:46 pm) · 124 comments

April is upon us and I finally have a free hour to provide an update. First though, I’d like to take the time to thank everyone for the kind words regarding the $99.00 price tag. We are going to continue to offer the promotion since it has been so well received by the community. Selling Torque products below our original price (early GG price was $100) has been rewarding for us in many ways. Please take the time to welcome all of our new community members!
The iTorque 1.4.1 release went really well. We released a preview early in the QA process and many of you contributed by testing the release and reporting bugs on the forums. It was really successful and there’s no doubt that you were a big part of that release. We plan on increasing the release frequency for iTorque by providing smaller feature updates that aren’t necessarily QA certified.
Torque 3D 1.1 final is on the horizon. This release looks to be our most stable ever. We have a full time art team of four banging away on the engine and supporting them has ultimately helped us find bugs and build a better product. For example, they begged us to update our deferred renderer to include Jorge Jimenez’s MLAA solution. We complied, and we think the results speak for themselves. Thanks to Jorge -I'll send you some screen shots with our new art soon. Thanks also to Manoel Neto who did the first Torque implementation.

MLAA removed the jaggies common in DX9 deferred rendering.
This release is targeted at more than just bugs though. We are managing a coordinated effort across marketing, art & demos, web dev, documentation, and engine development. The new art looks amazing! And while it’s sad to see Gideon depart, I think you will enjoy our new friend.

Quick, strong, sleek, and intolerant of Gideon and improperly scaled
We released a preview of 1.1 yesterday. If you already own T3D, you will notice the preview in your account. This is your chance to influence and guide our focus from now until release. Please test the engine and report your bugs in the forums. You will find that we are collecting and prioritizing them every weekday. We are especially focused on any crash or performance bugs you may encounter. There are some known issues that are in development still, so there’s no need to report bugs on the following:
-Occlusion, zones & portals
-Physics demo crash on exit
-Things that are the result of levels being in a WIP state (i.e. the current texture on the terrain)
The Mac side of the engine will most likely require an update after 1.1 final. If you are a Mac focused dev, you will notice that there are a lot of Mac updates, but there are some known issues that we will need to address after the release.
Now that the quarter is behind us, we have been reflecting on all of the change that has been going on inside our walls. Firstly, the walls have changed. I’ll put some pictures below this blog so that you can enjoy our new office space. It’s really professional and I think that the building and location represents the professional business and best practices we are constantly refining.
![]() The GarageGames sign on the top of our new building. | Our new home. |
Finally, we also have a lot of new employees and full time contractors helping us maintain momentum: Victor Penman, David Montgomery-Blake, Elie Arabian, Star Shaw, Doug Poston, Matt Wood, and Jennifer Robbins. We have two other hires confirmed for the month of April and one in May. More will follow. The sum of our new experience includes dozens of AAA shipped titles and over seventy professional years of experience in the game industry.
We are excited about our future. I feel confident that our royalty-free, full-source offering, at an incredibly low price, is the best value in all game engine middleware. Keep working hard and making great games!
About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#62
04/15/2011 (6:24 pm)
Wow, that is a very nicely done environment! The rocks and cliffs and the trees and plants... so fine! Congratulations!!! Love, love, love the work!
#63
04/16/2011 (10:42 am)
$99 pricetag was an amazing decision. Not enough space describe how much it's helped me out. I'm glad to see GarageGames is back (sorry, I liked the name better than TorquePowered), and I'm glad to see that the updates keep getting better and better. Keep up the great work guys.
#64
04/16/2011 (9:37 pm)
Nice new offices. What is your business plan after the $99 pricetag? That is nice and has had, I am sure, well spred sales in the short term, but it is like the 99 cent pricetag of iPhone games. The user expects the sun and the moon and wont ever pay higher than the $99 unless Torque comes a LONG way in the very short term. I wish you luck in your new abode and am hopeful of the new hires, but like I said when all this came down originally ... The real change is needed at the top (meaning YOU). I see no disucssion of company\product direction or new ideas of any kind, or where the industry is headed in your opionion, just you asking people for advice because YOU DONT KNOW and want to look like for the first time in your tenure you actually read a single forum post. Community ideas around here and even code to implement those ideas have NEVER been in short supply around these forums, they have just been ignored. Successful companies with qualified people running them never build product like that and stake their (and their employees) livelihoods on it, they have vision of what is coming and bring the industry and users to that vision. Again, good luck to you all (sincerely) but I expect the same, which is disappointing to say the least until someone who has a clue is driving Torque development.
#65
Right now, the vast majority of our community wanted iTorque 2D 1.4.1 (delivered) and wants Torque 3D 1.1 (in overdrive). We still have some Torque 2D bugs to work on as well, plus a slew of documentation that needs writing. The person who is making that all happen: Eric. You aren't giving him the credit he deserves for getting GarageGames on its feet and working again.
04/17/2011 (12:29 am)
@Jeff - Keep one thing in mind. When we reopened, our initial goal and direction was made very clear. Deliver iTorque 2D 1.4.1, deliver Torque 3D 1.1, take care of our existing community. Trim down the product line and polish the existing engines. We deliver on that before we even attempt any new business directions. This doesn't mean things are not happening behind the scenes, but the point is that we need to deliver on releases we promised before the shutdown.Right now, the vast majority of our community wanted iTorque 2D 1.4.1 (delivered) and wants Torque 3D 1.1 (in overdrive). We still have some Torque 2D bugs to work on as well, plus a slew of documentation that needs writing. The person who is making that all happen: Eric. You aren't giving him the credit he deserves for getting GarageGames on its feet and working again.
#66
Whatever, we are happy to see you again working on the engines and good luck in this new stage.
04/17/2011 (2:56 pm)
Don't want to spoil the party, but the Torque 2D users need some feedback about a new release or whatever you have in mind about this engine. Since 02/17/2010, the last Torque 2D Development Series (http://www.garagegames.com/community/forums/viewthread/98351) we don't have any news.Whatever, we are happy to see you again working on the engines and good luck in this new stage.
#67
Talking let gos, hires, fires, moving, an a bounding mound of crap. All kinds of crap that I'm sure has made their lives and their families lives very interesting to say the least.
Let's all try and remember that they are people just like you and I doing the best they can do.
Let's give GG a chance to get going once more, before we go kicking them down the stairs shall we?
04/17/2011 (5:05 pm)
We probably have no clue the kind of crap the GG team has been through the last several months.Talking let gos, hires, fires, moving, an a bounding mound of crap. All kinds of crap that I'm sure has made their lives and their families lives very interesting to say the least.
Let's all try and remember that they are people just like you and I doing the best they can do.
Let's give GG a chance to get going once more, before we go kicking them down the stairs shall we?
#68
04/17/2011 (5:51 pm)
@'Sikikian' - Your compassion is well received and greatly appreciated. Thank you =)
#69
There is still no "Make Blockbuster Game" button in the Toolbox. I have been waiting for this one feature since TGE 1.4 back in 2004! Come on, guys! What, do I actually have to think of, create art and sound for, code and publish my own ideas? This stinks!
Thanks guys - those who are new, those who are long-time members and those who have moved on - everyone who has worked on the entire Torque line. You have always tried to do the best you could with what you were given, and we appreciate it (though some forget it occasionally) - even when we're giving you hell about things. We wouldn't give you hell if we didn't care (or, I wouldn't).
04/18/2011 (7:25 pm)
I'd like to report a huge bug in the T3D 1.1 Preview....There is still no "Make Blockbuster Game" button in the Toolbox. I have been waiting for this one feature since TGE 1.4 back in 2004! Come on, guys! What, do I actually have to think of, create art and sound for, code and publish my own ideas? This stinks!
Thanks guys - those who are new, those who are long-time members and those who have moved on - everyone who has worked on the entire Torque line. You have always tried to do the best you could with what you were given, and we appreciate it (though some forget it occasionally) - even when we're giving you hell about things. We wouldn't give you hell if we didn't care (or, I wouldn't).
#70
04/19/2011 (7:47 pm)
I just bought T3d Pro now I have two licenses! I got to find a partner now and start pumping out games :)
#71
04/19/2011 (8:09 pm)
What 'Sidikian' and Richard said.Quote:There is still no "Make Blockbuster Game" button in the Toolbox.Heh?!? But it will be in the final 1.1, right?!?!??
#72
@ Garage Games: I'm starting to get excited about making something with Torque again. Keep up the awesome work! (And ignore the ubiquitious whiners!)
04/20/2011 (11:07 am)
@ Alexander: The "Make Blockbuster Game" button is scheduled for release in T3D 5.0, I believe. =P@ Garage Games: I'm starting to get excited about making something with Torque again. Keep up the awesome work! (And ignore the ubiquitious whiners!)
#73
04/20/2011 (12:33 pm)
every time i look at that teaser silhouette it makes me think of hellboy .....
#74
04/20/2011 (9:45 pm)
You're right, it's Hellboy!!!
#75
04/21/2011 (10:46 am)
I am unclear from the products offered and this discussion. Between the two I can't tell if there is a 3D product for iPhone available or not.
#76
04/21/2011 (10:49 am)
We do not have a 3D offering for iOS devices. We have a dedicated 2D solution, but we have stopped development of the 3D solution to focus our resources.
#77
Shouldn't that be $1000?
04/21/2011 (1:57 pm)
"Selling Torque products below our original price (early GG price was $100)"Shouldn't that be $1000?
#78
04/21/2011 (2:00 pm)
Nope, that was referring to the price of TGE back in the day which was $100.
#79
04/21/2011 (6:07 pm)
I remember that price, too. From the time, when a friend introduced TGE to me.
#80
04/21/2011 (9:33 pm)
And the early adopter for TSE (TGEA) was $295 (um, I think - I bought it a long time ago). 

Torque 3D Owner Diego Castaneda