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Torque 3D Development - Beta is UP!

by Brett Seyler · 04/30/2009 (7:03 pm) · 184 comments

68.233.5.139/~transfer/brett/header_blog_t3d_dev-1.png

68.233.5.139/~transfer/brett/beta-rounded-bordered-padded.pngWe're here! Beta! BETA!

We're definitely allowing ourselves a *little* celebrating here, but while I wish we could sit back, drink some cervezas, and take in some particularly nice Oregon weather, today is when the real work begins. In this job though, it's also when the fun really starts. All these disparate, complex pieces are starting to come together, and we need your help to get to the finish line. We need your feedback. First things first...

Download from your Account


If you've been holding out for today to upgrade or purchase Torque 3D, you can still get your $200 OFF pre-order discount right now. If you're already a Torque 3D owner, congrats! The next few months are going to be really fun. Working with Torque is now very different. We're going to conduct this beta testing process with fast cycles for iteration, and if pre-orders are any indication, with your full engagement =)

What's in this beta?


Web Deployment from the Torque Toolbox (Windows only) - You can now deploy any project you choose to be embedded in a web page.

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Material Editor *** blog describing features and use is forthcoming

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Decal Road Editor (see previous blog)

68.233.5.139/~transfer/brett/rRoadEditor.png

River Editor (see previous blog)

68.233.5.139/~transfer/brett/rRiverEditor.png


World Editor Documentation (offline docs are included)

Advanced Lighting

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Basic Lighting - this is very similar to TGEA lighting, but we have some suprises here too. You'll see a first glimpse of what's possible with an unnanounced new static lighting option as well in the FPS Genre Kit. This *very* high-end baked lighting option is a 3rd party add-on to Torque 3D, and not included in the core, but Basic Lighting (similar to TGEA) is included.

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PhysX Demo - See the physics from South Pacific in action here.

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For PhysX, don't forget to...

1. Get the PhysX Software and install it in the default location.
2. Get the PhysX SDK and install it in its default location as well.



PostFX (SSAO, DoF, Edge AA)

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New Cubemap Skybox *** more details coming on this

Live Asset Updating - Update your content in a 3rd party app, save, and watch it update in Torque 3D real-time. Definitely will see a blog on this soon, but it's all hooked up right now!


What's next?


You can post your feedback in the Torque 3D Private Forums, and submit bugs to the dedicated thread.

Our next Beta build is scheduled for roughly 2 weeks from now. The plan is to include:

www.rustycode.com/matt/bp.jpg Mesh Road Editor
www.rustycode.com/matt/bp.jpg Decal Editor
www.rustycode.com/matt/bp.jpg Datablock Editor
www.rustycode.com/matt/bp.jpg Performance Optimizations to Advanced Lighting, adding Spotlights and Mounting
www.rustycode.com/matt/bp.jpg Terrain Improvements, adding LOD and Normalmapping,
www.rustycode.com/matt/bp.jpg PostFX Improvements, adding Soft Particles
www.rustycode.com/matt/bp.jpg MANY Usability Improvements for the World Editor



Alright game developers...have at it!!!

Remember, this is a beta, and there are bound to be many rough edges. We're nowhere near satisfied with this yet, and we'll be working hard on usability, polish, and performance for many weeks to come. Your help is crucial to us identifying and prioritizing the most important issues. We have a roadmap, but we're not finished until we're happy and hopefully, you're happy too =)

More development blogs to come. This is post #18.

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.

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#1
04/30/2009 (7:06 pm)
By the way, if you're a dedicated Mac user, our beta for OSX is not too far behind, but the current download is for Windows only.
#2
04/30/2009 (7:07 pm)
sweet Brett! Nice
#3
04/30/2009 (7:11 pm)
The FPS kit room looks familiar ... only last time I saw it, it was orange (untextured). Looks like Basic Lighting has had a clean up!
#4
04/30/2009 (7:11 pm)
Wow, i finaly out!!!Great!
#5
04/30/2009 (7:12 pm)
Glad to see this out, now I don't have to refrain so hard from speaking up about how truly awesome and great it is ;) From the outside looking in I've seen an amazing amount of work and talent poured into Torque 3d. Congratulations all!
#6
04/30/2009 (7:22 pm)
Awesome, just in time for the weekend.

#7
04/30/2009 (7:24 pm)
What a great way to end a terrible day! Thanks again GG!
#8
04/30/2009 (7:27 pm)
Downloading... awesome work guys! So is the Physx stuff only compatible with Nvidia cards??
#9
04/30/2009 (7:31 pm)
Awesome! It's great to finally push the first beta into the wild.

- Dave
#10
04/30/2009 (7:36 pm)
WOOOOOOOO! BETA 1!!!!

PARTY HARD!!!

Great job to all the devs and artists involved. This past week has been an amazing experience seeing it all come together so smoothly. I'm proud to be a part of this project!

OK...back to work...
#11
04/30/2009 (7:37 pm)
Ryan,

Nvidia cards will help in the calculations PhysX does. With an ATI card, PhysX should run in 'software' mode. Awesome work guys.
#12
04/30/2009 (7:38 pm)
Physx being Nvidia only would be cursing it to fail. I never even thought to ask that question.
#13
04/30/2009 (7:43 pm)
SWEET! Already download! Question, I'm getting X3DAudio1_6.dll missing error. I have 1.5.
#14
04/30/2009 (7:54 pm)
Tek0:
Make sure you have the March 2009 DirectX SDK.

- Dave
#15
04/30/2009 (7:55 pm)
@Tek0 - Update your DirectX runtime or rebuild the EXE.
#16
04/30/2009 (7:57 pm)
Quote:So is the Physx stuff only compatible with Nvidia cards??
Its set by default to do multicore software simulation... so it will work regardless of your video card.
#17
04/30/2009 (7:57 pm)
You can update your directx runtimes from this location:

DirectX End-User Runtime Web Installer

#18
04/30/2009 (7:58 pm)
Heh, beat to the punch.
#19
04/30/2009 (7:58 pm)
@Tek0
Update your DirectX drivers. You're running a very old version of DX. That dll is not part of the redist package so we cannot provide it.
#20
04/30/2009 (7:59 pm)
HOLY HELL SPILMAN! Throw Ken and I a bone!

Crap! And I didn't scroll up far enough to see that it was the wily Dave that answered it first.

I'm such a tool.
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