Torque 3D Development - Torque 3D 2010 Roadmap
by Matt Fairfax · 04/16/2010 (3:02 pm) · 63 comments

Headed to GDC
As mentioned by Eric a few times now, the beginning of this year has been a very busy time for the Torque team! Admist all of the turmoil of moving our team to Las Vegas and getting a new fearless leader, the Torque 3D team still managed to get Torque 3D 1.1 Beta 1 out the door before we had to settle into crunch mode for our GDC demos.
The team really rallied and we were extremely pleased to show our shiny new demos (and shinier old ones) off at GDC. I can honestly say that I haven't ever seen nicer artwork running in Torque 3D and it nicely shows off what our engine is capable of in the right hands.

People at GDC kept asking when the Chinatown game was going to be released so they could play it!
GDC is over! Now what?
After the dust settled from a long run up to GDC, it was time for the Torque 3D team to sit back and evaluate our plans for the rest of the year and to have some very serious discussions about how we would like to work with our community. We also had a lot to talk about in how we could continue to converge our various product lines, especially in the light of the new plans for Torque X and Torque 2D.
Early in our discussions it becamse obvious that a lot of the work we did to increase the performance of the GDC demos would be hugely beneficial for our users to start working with and testing sooner rather than later. It also became obvious that attempting to split those features, some of which happened at a very low architectural level, out of the existing codebase would be difficult and time consuming. We realized that everyone on the team was eager to move to a new, more iterative development process and that trying to ensure that Torque 3D Beta 2 had no new features would greatly delay our getting to that new process.

It was great to hang out with our long-time friends at GDC!
Torque 3D 1.1 Beta 2
So, I have good news and bad news. The bad news is that Torque 3D Beta 2 is going to include some new features. Unfortunately we weren't able to stick strictly to the idea that we would only include bugfixes in the second Beta but it truly will be for the best. The good news is that you should see some very nice performance boosts with Torque 3D Beta 2. There was a lot of low level engine work done to increase performance and we added Hardware Mesh Instancing which helps enourmously with scenes that have a lot of repetitive meshes (like a Forest). Deferred rendering can be very sensitive to the number of draw calls and Hardware Mesh Instancing can give some major improvements there.
We are working hard to get Torque 3D Beta 2 ready for you guys (there is a little more background work that we need to get done). We do want to make sure that it is very polished. I can tell you that I personally did a ton of demos and walkthroughs with the latest version at GDC and it was remarkably stable. Without pinning us down to a specific release date, I will say that I expect that we will be able to ship it in the next month or so. After we get Torque 3D 1.1 Beta 2 out to you guys, we will drive very hard towards getting the Final version done and released to both Pro and Binary users. Then the fun starts!

Anyone up for some Torque Parkour? Or perhaps it is time for a robot revolution?
Rolling Updates
As soon as Torque 3D 1.1 Final is out the door, we are going to radically change how we develop Torque 3D and distribute releases to our customers and community. The basic idea is that we are going to start focusing on a single system, tool, editor, or aspect of Torque 3D and spend about a month (4-6 weeks usually) really improving it and polishing it. We will be soliciting feedback from you, the community, about what improvements you would like to see us work on as well as gathering more specific feedback on what you would like to see done for a specific "focus update".
At the end of each one of these "scrums" or "sprints" we will then release a new version of the engine that includes that update to the Pro users as a "Work in Progress" snapshot that people can start testing against and using for their game development. Since the timeframe for these sprints are short, they will be receiving limited QA before we release them to you. They will continue to get more QA from both our lab and from the community and we will roll those fixes into the next rolling update. However, we do want to be very clear that each of these updates have the potential to be less stable than the previous ones. Given that we are planning to focus more on polish than features each update should get more stable in general.
After we finish about 3 or 4 updates we will then bundle these up with any fixes and release them as a larger WIP snapshot to the Binary users to play with. After every 6 to 8 updates, we will pause the rolling updates and focus on packaging up and polishing those updates into an official point release that will go out to both Pro and Binary users.
We will continue to work on some larger features in the background which will land in the updates at the appropriate times. For example, if we do some larger updates to the backend of the Material system, we can roll this out with a focus sprint on improving the usability of the Material Editor. We do, however, want to make sure that there is good, focused updates going out far more rapidly than we have in the past.

Once Torque 3D 1.1 ships we may have to take a vacation in the South Pacific ;)
The Torque 3D 2010 Roadmap
First we need to get Torque 3D 1.1 Beta 2 and Final out the door and into your hands. We then expect to start our new iterative development process this summer. In the meantime, be thinking about the updates you would like to see and what specifically you would like to see done as part of a "focus sprint". For example, the first "rolling update" is very likely going to be focused on making the Camera system more powerful, flexible, and editor friendly. We do have lots of ideas already but we'd love to hear yours as well.
Also, as you may be able to tell from this blog, we haven't quite settled on an ideal name for these rolling updates/focus sprints/development snapshots. If you have any ideas of what we should call it or if you like one of these names better than others then please speak up =)
Thanks!
About the author
I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#2
This means that the Mac version will lag a bit behind the Windows version and, unfortunately it will be difficult to tell by how much until we are a bit closer to release.
04/16/2010 (3:17 pm)
We are spinning up a contract with a new Mac guy to update Torque 3D 1.1 for OS X. It is going to take a lot of work and time on his part. It also doesn't make a lot of sense for him to spend too much time on it until we are reasonably confident that the shaders and ShaderGen features have stabilized so that he is not having to constantly redo his work.This means that the Mac version will lag a bit behind the Windows version and, unfortunately it will be difficult to tell by how much until we are a bit closer to release.
#3
04/16/2010 (3:27 pm)
Agile development? We use this model at work... regular scrums and short sprints; it is a nice way to work...
#4
Terrific news all around!
I'm especially happy with how things are going to be after 1.1 final. I'm sure that there's a better way to harness the QA potential of the community compared to how it is used right now - and that sounds just like one.
What are your plans for the more groundbreaking changes, such as engine modularity?
Also, while the website's been getting more love in the past year, certain features are broken (rss feeds!) or would be nice to have (be more social, connect LinkedIn, Facebook, Twitter, and perhaps even grow the community big enough, so that in itself begins drawing in new faces... Let users create their own portfolios, profiles, etc... small short updates of some form would also be nice to have instead of or next to blogs, too.)
I know there are probably even more areas where there's potential to grow Torque. I see that the engine's in good and firm hands, and the future looks bright! All I want to say I guess is that I hope you also put someone aside for the social and service part of Torque -- because this community is one of a kind.
Thanks for the heads-up!
04/16/2010 (3:34 pm)
@Matt: Terrific news all around!
I'm especially happy with how things are going to be after 1.1 final. I'm sure that there's a better way to harness the QA potential of the community compared to how it is used right now - and that sounds just like one.
What are your plans for the more groundbreaking changes, such as engine modularity?
Also, while the website's been getting more love in the past year, certain features are broken (rss feeds!) or would be nice to have (be more social, connect LinkedIn, Facebook, Twitter, and perhaps even grow the community big enough, so that in itself begins drawing in new faces... Let users create their own portfolios, profiles, etc... small short updates of some form would also be nice to have instead of or next to blogs, too.)
I know there are probably even more areas where there's potential to grow Torque. I see that the engine's in good and firm hands, and the future looks bright! All I want to say I guess is that I hope you also put someone aside for the social and service part of Torque -- because this community is one of a kind.
Thanks for the heads-up!
#5
Our shiny new web developer just started 2 weeks ago =) After he clears a backlog of bugs (be sure to report any you find!) we will definitely be looking to increase functionality.
04/16/2010 (3:44 pm)
Hey Konrad,Our shiny new web developer just started 2 weeks ago =) After he clears a backlog of bugs (be sure to report any you find!) we will definitely be looking to increase functionality.
#6
I hope at the same time we get updated docs with those sprints.
Also a bit more communication between the community and developers of T3D, i for one go on the site every day looking for snip-its of info on the new things that are happening in the development side of T3D - some time i feel that the community is been left out....sort of.....just my 2 cents worth.
Looking forward to the NEW developments that are going to happen in T3D world :)
04/16/2010 (3:51 pm)
great work guys, looking forward to the new model idea's (sprint etc).I hope at the same time we get updated docs with those sprints.
Also a bit more communication between the community and developers of T3D, i for one go on the site every day looking for snip-its of info on the new things that are happening in the development side of T3D - some time i feel that the community is been left out....sort of.....just my 2 cents worth.
Looking forward to the NEW developments that are going to happen in T3D world :)
#7
04/16/2010 (5:45 pm)
A camera railing system would be nice to have that doesn't need coding. The player's placement in a level controls the placement of the camera. This will be nice for old Silent Hill or Resident Evil style games. Or even platforming games.
#8
04/16/2010 (5:58 pm)
great news, I can't wait to to give some suggestions!
#9
To me this sounds like the sprints and major bundles will offer the current change of basics, so that 2nd hand applications will keep breaking in every sprint/rollout. (I'm thinking of AFX, CCK, etc..) and where the transparency will be vague due to no real product backlock plucking due to moscow principles...
I'm wondering(fearing) why feature creep seems to be prioritized above finishing the tasks in the product backlog, and when the last of the original sprint backlogs are done finish that transistion phase. And move on to support of T3D and start inception phase for T3DII (or whatever)
*It's late, I'm non english and if you misunderstand the above as me slapping with trouts. Please relax, its merely thoughts and concerns...
04/16/2010 (6:02 pm)
Developing it in the future in an iterative way, in some agile hybrid methodology where you as sponsor plan to assign the ressources in the sprints due to prioritizing customer suggestiopns?To me this sounds like the sprints and major bundles will offer the current change of basics, so that 2nd hand applications will keep breaking in every sprint/rollout. (I'm thinking of AFX, CCK, etc..) and where the transparency will be vague due to no real product backlock plucking due to moscow principles...
I'm wondering(fearing) why feature creep seems to be prioritized above finishing the tasks in the product backlog, and when the last of the original sprint backlogs are done finish that transistion phase. And move on to support of T3D and start inception phase for T3DII (or whatever)
*It's late, I'm non english and if you misunderstand the above as me slapping with trouts. Please relax, its merely thoughts and concerns...
#10
That said... the long breaks communication are... at the very least unpleasant for people waiting, perhaps you could implement a friday = screenshot/blog day, where each of the working groups if nothing else at least summarise the progress.
I think also i agree in principle with Christian, there is already and issue of both AFX and CCK (more CCK tbh) not being fully integrated into the latest tech. Modular patches, upgrades, rollouts of focus dev work whatever you do end up calling them will help as smaller parts are alwasy easier to merge than 100 files with 20 changes each.
oh and tossing all the iphones and ipads out the window will help development of T3D i'm sure :p
04/16/2010 (8:01 pm)
Agile development combined with the 'focus' on modules, UI, render, physics etc is something that I think is the best way forward while at various stages people are going to complain that their particular section isnt at the head of the queue i suspect that the general level of discontent will drop simply because even if its not the area i want fixed for example, at least we can see that things are being done. That said... the long breaks communication are... at the very least unpleasant for people waiting, perhaps you could implement a friday = screenshot/blog day, where each of the working groups if nothing else at least summarise the progress.
I think also i agree in principle with Christian, there is already and issue of both AFX and CCK (more CCK tbh) not being fully integrated into the latest tech. Modular patches, upgrades, rollouts of focus dev work whatever you do end up calling them will help as smaller parts are alwasy easier to merge than 100 files with 20 changes each.
oh and tossing all the iphones and ipads out the window will help development of T3D i'm sure :p
#11
04/16/2010 (8:34 pm)
What sucks is... I have to wait until T3D 1.2 to see 1.1 as a download. :(
#12
I think you might have misinterpreted what Matt was talking about with the roadmap. Binary users will receive the Torque 3D 1.1 Final when it's released at the same time the Pro users do.
The new roadmap and agile development model doesn't change the basic structure of the licenses with Pro users getting access to WIP code before Binary users. Only now Binary users will get access to a WIP release before a Final point release.
04/16/2010 (9:11 pm)
@EbonixsI think you might have misinterpreted what Matt was talking about with the roadmap. Binary users will receive the Torque 3D 1.1 Final when it's released at the same time the Pro users do.
The new roadmap and agile development model doesn't change the basic structure of the licenses with Pro users getting access to WIP code before Binary users. Only now Binary users will get access to a WIP release before a Final point release.
#13
The idea of the focus sprint is to increase communication with the community by putting updates in your hands and giving you more options on how you would like to work.
Some people want cutting edge and some want the more stable builds with more QA. This format will give you the option of both.
The focus sprints aren't just about feature development. The sprints will also focus on usability and reliability that will provide a better user experience for both pro and binary users.
04/16/2010 (9:27 pm)
Exactly, thanks Scott. The idea of the focus sprint is to increase communication with the community by putting updates in your hands and giving you more options on how you would like to work.
Some people want cutting edge and some want the more stable builds with more QA. This format will give you the option of both.
The focus sprints aren't just about feature development. The sprints will also focus on usability and reliability that will provide a better user experience for both pro and binary users.
#14
I very hope that the new Mac guy is THE Mac guy, because I think that there is a lot of work to do to lead T3D for Mac near the actual level of T3D for Windows.
Will you have only one mac dev for the core rendering part of Torque ?
Nicolas Buquet
www.buquet-net.com/cv/
04/17/2010 (1:03 am)
Good news for Torque.I very hope that the new Mac guy is THE Mac guy, because I think that there is a lot of work to do to lead T3D for Mac near the actual level of T3D for Windows.
Will you have only one mac dev for the core rendering part of Torque ?
Nicolas Buquet
www.buquet-net.com/cv/
#15
great to finaly hear some news on where T3D is heading, a month or so for 1.1B2 is great, can't wait to have a play with it.
As for the 'patches' breaking AFX/CCK/etc. because the 'patches' are focused on a single element of T3D they should be a lot simpler to fix than a massive core change as you know exactly where to look to fix them or so it sound to me :-)
D R Pemberton
www.deadlyassets.com
04/17/2010 (3:23 am)
The sprints sound a lot like feature 'patches' and my vote for the sprint/scrum/wip/etc. name is 'patch' nice and simple ;-)great to finaly hear some news on where T3D is heading, a month or so for 1.1B2 is great, can't wait to have a play with it.
As for the 'patches' breaking AFX/CCK/etc. because the 'patches' are focused on a single element of T3D they should be a lot simpler to fix than a massive core change as you know exactly where to look to fix them or so it sound to me :-)
D R Pemberton
www.deadlyassets.com
#16
I think that it's also a good opportunity for the makers of the tools to get in touch with Torque and say "this would be great to have in the stock engine" for certain engine changes that are trivial and/or widely used.
04/17/2010 (7:01 am)
Quote:As for the 'patches' breaking AFX/CCK/etc. because the 'patches' are focused on a single element of T3D they should be a lot simpler to fix than a massive core change as you know exactly where to look to fix them or so it sound to me :-)
I think that it's also a good opportunity for the makers of the tools to get in touch with Torque and say "this would be great to have in the stock engine" for certain engine changes that are trivial and/or widely used.
#17
That's the Bad news? Like Brer Rabbit said...Drown me! Roast me! Hang me! Only please, please don't throw me into that briar patch. lol
I'll take that kind of bad news any day. I understand the ramifications but base level performance increases are always welcome. I like the addition of Hardware Mesh Instancing since I have a 2 levels with the words Forest and Woods in the title.
Keep up the good work!
04/17/2010 (7:18 am)
Quote: The bad news is that Torque 3D Beta 2 is going to include some new features.
That's the Bad news? Like Brer Rabbit said...Drown me! Roast me! Hang me! Only please, please don't throw me into that briar patch. lol
I'll take that kind of bad news any day. I understand the ramifications but base level performance increases are always welcome. I like the addition of Hardware Mesh Instancing since I have a 2 levels with the words Forest and Woods in the title.
Keep up the good work!
#18
*lightbulb on*
StuffDates!
... okay ... maybe not ...
04/17/2010 (7:40 am)
That's right ... mention new features and then not tell us what they are ...*lightbulb on*
StuffDates!
... okay ... maybe not ...
#19
As far as updates, it would be nice to give gamepads the same respect as keyboard has been getting in the Torque products. Unlike those who've been involved in the computer gaming for a while, there are beginners who have the desire to learn Torque but have no experience in coding and designing (myself included to me a while to learn from scratch what C++ and Torque script can do and how to use it.
Don't get me wrong, I dont want torque to be dummied down... But there has to be something appealing to both novice and advance audiences. To me? It's the gamepad...
FYI... Since I have the Torque 3D (not the Pro) configuring the gamepad I beleive can't be done with out messing around with the engine.
04/17/2010 (10:14 am)
@ Scott & Eric: Thanks a lot for clearing that up... As far as updates, it would be nice to give gamepads the same respect as keyboard has been getting in the Torque products. Unlike those who've been involved in the computer gaming for a while, there are beginners who have the desire to learn Torque but have no experience in coding and designing (myself included to me a while to learn from scratch what C++ and Torque script can do and how to use it.
Don't get me wrong, I dont want torque to be dummied down... But there has to be something appealing to both novice and advance audiences. To me? It's the gamepad...
FYI... Since I have the Torque 3D (not the Pro) configuring the gamepad I beleive can't be done with out messing around with the engine.
#20
04/17/2010 (10:22 am)
Gamepad support is built-in and accessed via script just like the keyboard. Do a find in files for gamepad in the FPS Example to see examples of how to use it in script. 
Torque Owner Alex Mault
Slopeside Studios