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.
#82
04/22/2011 (3:38 am)
Sorry but Eric's original post makes it sound like a $1 discount ($100 - $99) has been very rewarding and successful. It's a bit bizarre.
#83
04/22/2011 (8:46 am)
I purchase T3D before.....but why I did not see any T3D 1.1 preview under my account?
#84
You purchased the binary version of the engine. The preview is only available to Professional licensees.
04/22/2011 (8:49 am)
@AmirYou purchased the binary version of the engine. The preview is only available to Professional licensees.
#85
...but not lacking in enthusiasm! :-D
Many thanks and congrats, and here's hoping for many stability improvements (in the engine and in many folks' lives).
04/23/2011 (9:19 am)
I'm late to the party......but not lacking in enthusiasm! :-D
Many thanks and congrats, and here's hoping for many stability improvements (in the engine and in many folks' lives).
#86
www.archiemdk-12.com/virtualdissectiondemo.php
I think we kicked Google's webGL/O3d 3d anatomy's ass, mostly because our animators can rig and animate just about anything. Thanks to them + torque engine.
On a sad note, we are probably moving most of our 3d dev team over to Unity, solely because of it's iPhone/Android support.
04/23/2011 (8:16 pm)
I am glad to hear about the MLAA , I am hoping it can help improve antialiasing in my company's 3d anatomy product Virtual Dissection:www.archiemdk-12.com/virtualdissectiondemo.php
I think we kicked Google's webGL/O3d 3d anatomy's ass, mostly because our animators can rig and animate just about anything. Thanks to them + torque engine.
On a sad note, we are probably moving most of our 3d dev team over to Unity, solely because of it's iPhone/Android support.
#87
I'm the creator of Making Indie Game and my team has created a sequel of our original software for learning TGB. It is called the Torque Script Interactive Tutorial and is software where users use the console to program cut-out game examples from a PDF.
You can find a demo here: http://makingindiegames.com/TSIT2_DEMO.zip
If the product was sold under Garage Games I'm sure it would do much better than under makingindiegames.com. Could you help us get the word out or even sell it under a product tab if your interested. Thank you and good luck with the new building.
You can contact me, Kevin O'Flaherty, at: kevinoflaherty@makingindiegames.com
04/24/2011 (7:45 am)
I have been trying to contact Garage Games for a little while and haven't gotten anything so here is another shot.I'm the creator of Making Indie Game and my team has created a sequel of our original software for learning TGB. It is called the Torque Script Interactive Tutorial and is software where users use the console to program cut-out game examples from a PDF.
You can find a demo here: http://makingindiegames.com/TSIT2_DEMO.zip
If the product was sold under Garage Games I'm sure it would do much better than under makingindiegames.com. Could you help us get the word out or even sell it under a product tab if your interested. Thank you and good luck with the new building.
You can contact me, Kevin O'Flaherty, at: kevinoflaherty@makingindiegames.com
#88
04/24/2011 (10:37 am)
Kevin, I have a feeling that your request got lost in the mix with the InstantAction closure and trying to get the company back up and running. You can contact me in the future to discuss the TSIT further.
#89
sounds Super Awesome; I look forward to GG putting it up on their site for sale/trial :-)
04/24/2011 (2:39 pm)
> "...Torque Script Interactive Tutorial..."sounds Super Awesome; I look forward to GG putting it up on their site for sale/trial :-)
#90
04/24/2011 (2:41 pm)
@GG: When will you be offering tours of your new facility and whom do we contact if we are going to be in your area say this summer/fall ?
#91
Excited about the new version of T3D! Keep kickin butt GG (and community)!
04/25/2011 (2:35 pm)
@Jeff Kelsey - that's pretty cool!Excited about the new version of T3D! Keep kickin butt GG (and community)!
#92
04/26/2011 (11:08 am)
Nice looking office. Lots of SNAIL's in those shots, I mean Dell's. CyberpowerPC and iBuypower for the win. Good luck guys.
#93
Appearances can be deceiving, very few of those are factory spec. ;)
04/26/2011 (11:22 am)
@StadiAppearances can be deceiving, very few of those are factory spec. ;)
#94
04/26/2011 (4:23 pm)
@Scott and Stadi - I was gonna say, never judge a computer by its case. I never buy a computer that someone else built.... Ok, except for laptops - they're a pain to custom build.
#95
I used to have an iBuyPower. Complete piece of crap, they didn't honor their warranty, basically ripped me off of $2000. the "owners" (managers who claimed they owned the company) Steve and Bryan even thought it'd be fun to prank call me from pay phones in the middle of the night.
The Dell that my iBuyPower was suppose to replace was quite a piece also, but at least they honored their warranty and had a sliver of maturity.
04/27/2011 (3:30 am)
@ StadiI used to have an iBuyPower. Complete piece of crap, they didn't honor their warranty, basically ripped me off of $2000. the "owners" (managers who claimed they owned the company) Steve and Bryan even thought it'd be fun to prank call me from pay phones in the middle of the night.
The Dell that my iBuyPower was suppose to replace was quite a piece also, but at least they honored their warranty and had a sliver of maturity.
#96
05/02/2011 (1:48 pm)
Just a quick question: when you plan to release 1.1 final? Mid-may? June?
#97
05/03/2011 (3:59 pm)
@Dmitry - We hope to get to begin working towards release candidates on the 18th of May. How long it takes for us to get from RC to release is dependent on what we find in the release process.
#99
I am waiting for....
Eric Preisa????
How time???
I need download T3d now....!!!
05/18/2011 (7:23 pm)
18th of May...NOW..I am waiting for....
Eric Preisa????
How time???
I need download T3d now....!!!
#100
We'll sort out the issues in the morning when we begin certifying the release candidate.
As I stated above
05/18/2011 (8:14 pm)
In four hours I will branch off the code base and we will start testing the first release candidate. We've got a few show-stopper bugs in process right now...so it will be interesting to see what happens in the next four hours. We'll sort out the issues in the morning when we begin certifying the release candidate.
As I stated above
Quote:How long it takes for us to get from RC to release is dependent on what we find in the release process.


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