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The Future of Torque 3D is Open Source!

by Dave Wyand · 09/10/2012 (9:03 am) · 95 comments







The Future of Torque 3D is Open Source!

The big news coming out of GarageGames today is that Torque 3D will be going open source under the MIT license. This is huge, and something that we’ve discussed internally for a while. Eric has just posted a blog talking about why Torque 3D is heading in this direction and a little of the history behind the decision. If you haven’t yet read Eric’s blog please head over there and read it first.

The other piece of news that I’m excited to share is that I will be leading the charge on future Torque 3D development with the help of, well, you, of course!

Personal Introduction

While the veterans out there know who I am, many of our newer community members may not. I’ve been a part of the GarageGames community since January 2002, and most of that time I’ve been an Associate. My first commercial game dev product was Torque ShowTool Pro in 2004, which was one of the first 3rd party products sold through the GarageGames online store. Those were exciting times when the whole Indie game development scene was trying to define itself and building momentum.

After the launch of TST Pro I began working closely with GarageGames. I’ve had my hand in nearly every game engine we have launched (plus a few internal ones), and along the way I came on board full-time (and have been for a number of years now). Last year I was the Technical Lead on Torque 3D 1.2, the last retail version of the engine.

www.gnometech.com/torque/images/blog-2012-09-10/2012-09-10-ProductHistory-Tall.jpg


In 2010 I launched my own gaming portal Zworldo that focused on Torque 3D based web games. A lot of what I learned there made its way back into T3D 1.2, which shows that it really helps to use the products you make.

How will the open source version work?

We’ve chosen GitHub to host the Torque 3D repositories. GitHub has taken on the role of the location for Open Source projects on the Internet. It allows for great community interaction, encourages the forking of code bases, and easy merging of changes. And if you’re not yet into git (GitHub for Windows and Mac are tools that really help), GitHub supports both Subversion access and automatic Zip archives of all repositories.

www.gnometech.com/torque/images/blog-2012-09-10/2012-09-10-GitHubLogo.jpg


Anyone may have Read Access to the public Torque 3D repositories. You create your own fork and do your development work there. You can merge updates from the master branch into your own as they become available. And if you have changes you wish to share with the community to be integrated back into the master, you create a pull request and someone with Write Access can review the changes and merge them in.

Who will maintain the repositories?

To maintain the master Torque 3D branch a committee will be set up that has Write Access and may respond to pull requests. This committee is dedicated to making the best core version of Torque 3D so that others can build upon a reliable foundation. Performance, reliability, maintainability and scalability (should turn that into a crest :) are the goals of this committee.

The launch committee will consist of the following GarageGames members:
  • Dave Wyand
  • Eric Preisz
  • David Montgomery-Blake
  • Scott Burns
Quote:Our mission is to build a foundation for a sustainable environment that fosters collaboration and community development of the greatest open source game development platform.

However, we don’t believe that committee members should only come from GarageGames. One of our primary tasks is to seek out and retain qualified core team members that are dedicated to our goals. Over time everyone but myself will be replaced by members of the community and the committee will be allowed to grow as required.

What will be included in the open source version?

The complete Torque 3D 1.2 source code, along with the four starting templates, will be included in the GitHub repository. A separate repository for reference documentation will be set up. Other items, such as the FPS Tutorial template, will be part of a separate download to help keep the main repository to a manageable size.

There are other, closed source components of Torque 3D that I would like to open up following our launch.

Post Launch

Following the launch of Torque 3D on GitHub, another job of the committee will be to come up with a roadmap. We’ve decided to wait until after launch to do this because we want community feedback to help chart our course. My personal list of things I’d like all of us to tackle are:

  • Performance and bugs
  • Further separation of core from other layers
  • Additional platforms (OSX and Linux)
Everything is up for discussion at this point. This really is the most transparent development process we’ve ever had.

- Dave

#41
09/10/2012 (12:06 pm)
Yup, hold off until the actual release. We'll have all of the code headers updated with the MIT license ready for you to use.

- Dave
#42
09/10/2012 (12:45 pm)
I wouldn't mind a badge that tells the world that I'm a Torque veteran. Just sayin'.
#43
09/10/2012 (1:00 pm)
Excellent news, this is good news for everyone and can build for a great engine now that it's available for so many people.

My questions is this though: How does the license change affect those of us with the professional version? Because I am fairly certain we sit on code that will not be in the MIT free version.

I only bring this up because I want to make it clear to other people that it might not be such a good idea to start giving *that* code to other people. Am I right?
#44
09/10/2012 (1:05 pm)
There's actually not a lot of code that doesn't fit. Dave will post more on the differences between the GitHub repo and the 1.2 download. He has split off some of the projects and docs into separate repos to keep the sync size lower.
#45
09/10/2012 (1:10 pm)
Any ETA on the release?
#46
09/10/2012 (1:21 pm)
@Michael - A few weeks.
#47
09/10/2012 (1:26 pm)
@Eric: Great news! A big huge thanks to all of you. And I hope this opens up a lot of possibilities for you.


#48
09/10/2012 (1:31 pm)
@Michael:
Right now the FMOD support needs to be refactored so it doesn't rely on the FMOD headers being included. And there are a couple of source files that we are contacting people on (they don't have the standard GarageGames copyright header at the top). If there is some code in particular that you are concerned about, feel free to send me an email.

- Dave
#49
09/10/2012 (1:38 pm)
@Dave: Yup, that was the one I was thinking of :)

#50
09/10/2012 (1:56 pm)
Sorry for being late to the party, but.... WOOOOOOOOOTTTTTT!!!!!!!!!! THANK YOU THANK YOU THANK YOU, I love you GG!! Great job all, thanks Dave for taking point on this, thanks Eric for all you do, thanks to the whole team for pushing it this far. Been waiting for this day for YEARS!
#51
09/10/2012 (2:41 pm)
Great news! I'm really pleased to see GG pull something this ballsy - can't wait to fork T3D!
#52
09/10/2012 (2:51 pm)
It's looking like several members are wanting to keep the CE itself private, but that is still under discussion.

I am still willing to help sort out what we can share back and forth though.
#53
09/10/2012 (3:16 pm)
Wow, scary... I hope for the best. Don't disappear on us and let all this fall into an open source unsupported graveyard.
#54
09/10/2012 (4:03 pm)
I'm glad it's in such capable hands. Dave has been around here for a real long time.
#55
09/10/2012 (4:16 pm)
@Glenn,
For an open source project to flourish it needs some momentum. T3D definitely has momentum, relevancy, and a large user community. From there if GG ceased to exist (God forbid) you still have a viable OSS project that will survive on its own. Now couple that with the ability to put it in commercial products without the barrier of say the GPL then you have a project that will continue to move forward. I wholly expect to see some competitors jump in as well. That will keep GG and us on our toes and make us perform. Win win!

This to me is similar to the route Blender has taken.
#56
09/10/2012 (4:43 pm)
The grand open source projects which fade away/remain small seem to mostly be ones which STARTED as open source (really exceptional projects survived, as long as they fill a need, but a lot remain niche products or purely for Linux distros). I think a close parallel example to T3D would be Panda3D. You may not even have heard of it, but it's Disney's own formerly proprietary engine. They opened it, and they still use it for their own games (Pirates of the Caribbean Online being one from after the open sourcing). Pretty close to how GG are going about it with T3D now.
#57
09/10/2012 (5:13 pm)
awesome news !
#58
09/10/2012 (10:10 pm)
Totally awesome! I can't wait to see this released. I will probably put something together to release iTerraform under the new license as well:) I really needed something like this to be able to make it happen.

Thanks again GG you guys rock!
#59
09/11/2012 (12:15 am)
I'm with Dan Webb on that one!
Torque veteran badges for the people!
Edit: Seriously, I think it would be nice to be recognized, and able to recognize people that bought Torque prior to it's release as open source.
#60
09/11/2012 (2:25 am)
Just wanted to pop in and say "great move" guys. I'll be keeping an eye on things as they progress, but I think the MIT license is what will really help work.

I'd be interested in the committee process too.