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Torque3D Crowdfunding for Linux, SteamOS, OSX, iOS, Android

by Luis Anton Rebollo · 01/20/2014 (12:39 pm) · 46 comments

imageshack.com/a/img844/6083/v5wz.png

Greetings to all.

My name is Luis Anton Rebollo, and I've been working for a few months on a port Torque3D to Linux and OpenGL. I present a new update of the branch and a new branch for Mac OSX.

Branches for Linux/SteamOS and OSX:

Compiled in:
  • Windows 7 with Visual Studio Express 2012
  • Ubuntu 13.10 32-bit with Make and Codeblocks 12.11
  • OSX 10.8.5 with XCode 5
Has been tested in a SteamOS Alchemist 7.

OpenGL info: www.garagegames.com/community/forums/viewthread/133262
Linux info: www.garagegames.com/community/forums/viewthread/135114
OSX info: www.garagegames.com/community/forums/viewthread/136016

Roadmap for this new year:

This year I have intention to devote to the community at least 8 hours per week, and post some general interest code of my personal projects.

My roadmap for this year would be porting Torque 3D to all possible platforms, giving the possibility to choose the OS where developm and platforms in which to publish your application or game.

Linux, SteamOS, OSX, iOS and Android are my goals.

But it is hard work and could lengthen the project, so I thought to make a crowdfunding.

Crowdfunding

Crowdfunding is used to accelerate the port of Torque 3D Android, iOS, OSX, and Linux/SteamOS and buy the necessary hardware to support OSX and iOS. There are many things that decide, especially legal issues I need to consult. I hope to start the campaign the first week of February.

I will publish a draft of the campaign in the Forum and I would like to ask for help from the community:
  • As many will have noticed, will help it corrected the text of the campaign and the press release.
  • Another important issue is the rewards that I have still no clear address.
  • Lists of sites that could be interested in the campaign.
  • Ideas about the video.
  • Any constructive comments will be very grateful.
I would like to get in touch with developers interested in helping the project, I hope to do not disturb if receive any mail.

Need to talk to someone from Torque3D Committe, with GEEED FPS project and if possible with someone of GarageGames.

You can find my email on the button for donations.. https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif

Why donate for something that will be free?

My time to work on Open Source projects is limited. With crowdfunding could help end the port more quickly and devote time to other important things as implementing Lua or support for multithreading. On this page there are many ideas that would be useful for the whole community.

That will happen if it does not go well the crowdfunding?

The only thing that will happen is that work will take much more time

About the author

I'm working on a port of Torque3D to OpenGL and Linux/SteamOS

#21
01/23/2014 (4:48 pm)
@Andrew, thx :D

Link fixed.
#22
01/25/2014 (1:54 pm)
Your dedication is amazing Luis, thank you for doing this.
#23
01/25/2014 (6:55 pm)
Hey Luis,

How much will you be asking for? I would like to help out where possible. :)

As a stretch goal would it be possible to multi-thread the torque 3D engine code?
#24
01/25/2014 (8:12 pm)
As for a list of sites:

Indie Developers:
http://www.tigsource.com/
http://theindiestone.com/forums (Note: Post under the Indie Scene Section!)
http://www.reddit.com/r/gamedev/

SteamOS (And everything Steam!)

http://steamdb.info/ (Contact these guys to get onto their blog!)
http://steamcommunity.com/groups/steamuniverse/discussions/1/ (Note: Need a Steam account!)

Linux (Ubuntu)
http://ubuntuforums.org/
http://www.reddit.com/r/linux_gaming

Windows

Android
http://www.droidgamers.com/

MacOSX/iOS
http://www.idevgames.com/forums/

General Mobile Developers
http://forum.xda-developers.com/
#25
01/27/2014 (5:22 am)
Prepare this campaign is taking a lot of work: D

I hope to give more information tomorrow.

On the stretch goals ... if the target for the campaign is exceeded, or I need less time than expected to complete the work:
  • Lua
  • multithread
  • openGL 4
@Benjamin, thx for the list.
#26
01/27/2014 (8:30 am)
@Luis - No problem :)

I am currently putting together a guide for Crowdfunding. Stuff that I have learned over the past year of funding projects and the like. :)

I will link it here when I am done :)
#27
01/27/2014 (3:00 pm)
Hey Luis, will the mod be build off OpenGL 4? We don't want any deprecated code, do we?
#28
01/27/2014 (3:08 pm)
GFXGLDevice is based on OpenGL 2.1 with extensions to leverage the capabilities of the GPU.

I have removed all deprecated functions and Fixed Function Pipeline from OpenGL/GLSL. This will facilitate the port to OpenGL ES 2.0 and OpenGL 3/4. Created a generic shaders to simulate FFP needed to render GUIs.

Why OpenGL 2?
  • stats.unity3d.com/web/gpu.html there are still 20% of OpenGL2/DX9 GPUs
  • Would be easier to make a port to OpenGL ES 2.0(used for Android/iOS)
  • Work on any computer.
And then?
The idea is to skip OpenGL3 and implement a version of OpenGL4.
#29
01/27/2014 (4:19 pm)
Why didn't you just port it to OpenGL 4 first and skip 2.1? Or just use OpenGL 3.1 first then OpenGL 4.3?
#30
01/29/2014 (4:09 pm)
OT (yet again). But does openGL 2.1 have enough functionality to create a PBR/L shader?
#31
01/30/2014 (3:22 pm)
@raa, if we use OpenGL4... people with OpenGL3/Dx10 cards they could not use T3D OpenGL. And OpenGL2 make more easy port to OpenGL ES2 (used for Android/iOS)

@Andrew, yes. OpenGL are not feature closed as DirectX. We have extensions for use capabilities outside core specification.
#32
01/31/2014 (8:22 am)
I hate to ask, but when do you think you'll be done?
#33
01/31/2014 (1:23 pm)
I just found out about your work. I just wanted to say thank you for putting in so much effort! Really amazing how much you got done.

Edit:

I just tried compiling the code under both ubuntu 32-bit and windows 7 64-bit. I am amazed! It really works! its easy to compile, too.

Compiles fine in both windows and ubuntu 32 bit. It doesn't run as fast under ubuntu, but I heard something about advanced lighting running slow with open gl? Theres a number of bugs when compiled under ubuntu, but thats to be expected. For one, I can't switch between advanced/basic lighting. (There's just no option for it showing up)

One quick thing on your instructions for compiling under ubuntu with make :
"Enter the make clean command." gave me an error. I had to run "make -f YOURFILENAME.makefile clean" since the makefile name wasn't standard.

I'm going to donate a small amount. Can't afford a lot but I'd like to say thanks.

Also, I'm not an amazing programmer, but I'm not terrible either. If you have any tedious but not complicated tasks you'd like me to get done, send me an email.
#34
02/03/2014 (9:40 am)
One of my other programmers tested the mac version, all worked well he said except for advanced lighting, which caused it to not render correctly,

OSX Advanced Lighting:

rMBP 15 inch
happens in both high res and low res mode

http://cl.ly/image/2T1k361f3s3c

Also, Luis, do you have any knowledge why Torque runs so slow on intel iris graphics, he can't get more than 45fps on basic lighting and he has 1GB vram & i7 processor? I can get 200+fps in openGL on my windows GT 640 @ 2GB & i5@3ghz

Now, another issue on my GT 640: in openGL I do not see any detailed terrain in either advanced lighting or basic lighting. I have the mesh quality, texture quality, and shader quality all at max, and this is what i get: (both pics are adv. lighting)

OpenGL:
http://imgur.com/gTklSVr

D3D9:
http://imgur.com/BktJ2mr

As you also see, no shadows in Adv. lighting in openGL + terrain looks worse. I know this is not done, I'm just letting you know my "bugs" with it :)

Again, Thank you for your hard work luis, I REALLY appreciate it!

Jeff

Edit: posted the same image for D3D and OpenGL, sorry. Also picture from mac programmer.
#35
02/06/2014 (7:39 pm)
Great work @Luis, it's good to see the progress!

I hit the paypal button again, hopefully others will do the same!!!


Quote:@Nils
SteamBox and SteamOS markets can be very interesting for indie developers , and perhaps a first step for PS4 and XboxOne .... as i would like to have a SDK from Sony or Microsoft :D

Somehow I have this gut feeling that SteamOS is going to be important in the coming years. As you can see with Android on mobile devices, hardware manufactures might consider starting their own cheaper game-console brands. The PC industry isn't going very well, so you might expect some creativity there?! Next to the fact that Valve will push the already successful steam client further...



#36
02/08/2014 (5:39 am)
The preparation of the campaign is going slower than expected, I have to solve some important things before I start full time with the campaign. But do not be worried, there is no problem :D

@Jack, About performance issues, we must wait for more complete OpenGL to solve them. Thx, for "make -f YOURFILENAME.makefile clean". Added to Github wiki.

@Jeff, thx for testing. I would be very helpful additional information, how to post issues. You can post on Opengl/Linux/OSX threads or in Github.

@Nils, thx :D



#37
02/12/2014 (1:53 am)
This is EPIC - in my opinion the future of T3D rests completely on this work. I've stopped using Torque for my project now because I can't afford to ignore other platforms for what I'm trying to do, but I'd love to use an MIT engine if I could. I've donated a little... and if we actually get a working engine on Android I will definitely make a game in it and donate some of the proceeds :)
#38
02/12/2014 (3:57 am)
When you start the campaign, I'll definitely donate. Torque 3D really needs this! Keep up the great work!
#39
02/23/2014 (3:35 am)
I started working fulltime with BeamNG to make T3D multiplatform.

More info in blog: Torque3D is going multiplatform, thanks to BeamNG
#40
04/01/2014 (11:32 pm)
Luis, are you still planning to do iOS and Android? I want to donate money I get from my MC Server if you plan on doing it.

Thanks, you've been doing great.