Torque X 3D Update - July 10
by Thomas Buscaglia · in Torque X 2D · 07/11/2007 (1:29 am) · 65 replies
It's that time again! After nearly a month, it's time for another Torque X 3D community status update. This one will be a little shorter than the first one, but hopefully just as interesting. If you haven't read the previous update, check it out first.
For this update I'll gab on a bit about what I've been working on. Adam will likely be posting soon with an update of his own, so I won't go into too much detail on what he's been up to.
First off, some pretty:

You might recognize this patchy terrain from the the first update - now with one minor difference: a detail map. I was amazed how much it added to the apparent detail of the terrain. Another thing you might notice in this shot is the distance fog and fullscreen bloom effect. Adam worked on all the postprocessing stuff, so I'll leave it to him to post about that.
The fog can be used to create some pretty neat effects:


Another major addition that wasn't covered in the last update was the inventory, pickup, and equipment system. Here you can see the new Torque X FPS robot dude holding his flag and gun on a hilltop:

This can now be set up entirely in the scene file with simple interface. As Adam and I have mentioned before, everything is componentised. To give you an idea of exactly what that means (and also just how the inventory and equipment system is manipulated) here's the current player template from our FPS test scene with the inventory component definition expanded and all other component definitions collapsed:
That's all from me for now. Thanks for reading. ;D
For this update I'll gab on a bit about what I've been working on. Adam will likely be posting soon with an update of his own, so I won't go into too much detail on what he's been up to.
First off, some pretty:

You might recognize this patchy terrain from the the first update - now with one minor difference: a detail map. I was amazed how much it added to the apparent detail of the terrain. Another thing you might notice in this shot is the distance fog and fullscreen bloom effect. Adam worked on all the postprocessing stuff, so I'll leave it to him to post about that.
The fog can be used to create some pretty neat effects:


Another major addition that wasn't covered in the last update was the inventory, pickup, and equipment system. Here you can see the new Torque X FPS robot dude holding his flag and gun on a hilltop:

This can now be set up entirely in the scene file with simple interface. As Adam and I have mentioned before, everything is componentised. To give you an idea of exactly what that means (and also just how the inventory and equipment system is manipulated) here's the current player template from our FPS test scene with the inventory component definition expanded and all other component definitions collapsed:
<TorqueObject type="GarageGames.Torque.Core.TorqueObject" name="Player"> <IsTemplate>true</IsTemplate> <Components> <ShadowCasterComponent type="GarageGames.Torque.Lighting.BlobShadowCasterComponent"> <T3DInventoryComponent type="StarterGame.T3DInventoryComponent"> <ItemDropSceneGroup>PlayerMesh</ItemDropSceneGroup> <ItemDropNode>cam</ItemDropNode> <ItemDropOffset> <X>0</X> <Y>2</Y> <Z>0</Z> </ItemDropOffset> <ItemSlots> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>CTFFlag</ItemName> <EquipmentTemplate nameRef="FlagTemplate"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>LeftHandEnd</OwnerAttachNode> <DroppedObjectTemplate nameRef="FlagPickupTemplate"/> </ItemSlot> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>UglyGun</ItemName> <EquipmentTemplate nameRef="GunWeaponTemplate"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>Mount0</OwnerAttachNode> </ItemSlot> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>UglyGun2</ItemName> <EquipmentTemplate nameRef="GunWeaponTemplate2"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>Mount0</OwnerAttachNode> </ItemSlot> </ItemSlots> </T3DInventoryComponent> <T3DMountComponent type="GarageGames.Torque.T3D.T3DMountComponent"> <InputComponent type="StarterGame.FPSPlayerInputComponent"> <AnimationManager type="GarageGames.Torque.T3D.T3DAnimationComponent"> <T3DTSRenderComponent type="GarageGames.Torque.T3D.T3DTSRenderComponent"> <T3DSceneComponent type="GarageGames.Torque.T3D.T3DSceneComponent"> <ControlComponent type="StarterGame.FPSPlayerControlComponent"> <RigidComponent type="GarageGames.Torque.T3D.T3DRigidComponent"> <PlayerCamera type="StarterGame.FPSPlayerCameraComponent"> </Components> </TorqueObject>
That's all from me for now. Thanks for reading. ;D
#43
08/17/2007 (5:10 am)
Looks great! Thank you.
#44
08/18/2007 (12:48 am)
It looks great you guys did a great job with the 3D implementation in TorqueX.
#45
08/18/2007 (9:37 pm)
Thomas, do you guys already have a terrain editor in place, or are you doing everything with code and heightmaps or what?
#46
Y'know, I always thought that TorqueX was like a Streisand, but it's rocking the s**t in this one!
Just kidding. I can't wait to play with 3D in TorqueX!
I was out of town during GameFest so I didn't get to go! What's the point of living in Seattle, WA if I am out of town during GameFest?! But I would have loved to see this in action.
08/20/2007 (4:02 pm)
Thomas Buscaglia,Y'know, I always thought that TorqueX was like a Streisand, but it's rocking the s**t in this one!
Just kidding. I can't wait to play with 3D in TorqueX!
I was out of town during GameFest so I didn't get to go! What's the point of living in Seattle, WA if I am out of town during GameFest?! But I would have loved to see this in action.
#47
08/20/2007 (8:47 pm)
@Jonathon: It imports .ter files, so you can edit and then export them from TGE/TGEA. Eventually it will have an editor similar to TXB for 3D and probably export its own format.
#48
08/21/2007 (4:00 pm)
Is teh export/import a tool you guys have built or do you use some standard tool or what?
#49
I read the announcement of XNA Game Studio 2.0 - these features were listed:
- Create rich multiplayer games over Xbox LIVE using the new networking APIs.
- Create Audio more effectively with the new XACT editor!
- Host XNA Framework games easily inside a Windows Form.
- Use the virtualized GraphicsDevice: no more special code to handle device reset and recreate!
- Take advantage of render targets that are more flexible, consistent, and easier to use. Xbox 360 and Windows now support multiple render targets (MRTs) as well.
Wondering if these features are supported in TorqueX, or if they will be fairly soon. I'm most interested in hosting XNA games easily inside a windows form - my current project requires this.
Thanks for the info!
08/22/2007 (7:03 am)
Hi there -I read the announcement of XNA Game Studio 2.0 - these features were listed:
- Create rich multiplayer games over Xbox LIVE using the new networking APIs.
- Create Audio more effectively with the new XACT editor!
- Host XNA Framework games easily inside a Windows Form.
- Use the virtualized GraphicsDevice: no more special code to handle device reset and recreate!
- Take advantage of render targets that are more flexible, consistent, and easier to use. Xbox 360 and Windows now support multiple render targets (MRTs) as well.
Wondering if these features are supported in TorqueX, or if they will be fairly soon. I'm most interested in hosting XNA games easily inside a windows form - my current project requires this.
Thanks for the info!
#50
08/22/2007 (1:42 pm)
@James - XNA 2.0 isn't due until the end of the year, so I suspect GG wont even get a beta to work with for several more weeks if not more.
#51
In the same order:
-The networking component of XNA will in no way conflict with Torque X. Whether or not we'll add ghosting or simple network synchronized interfaces is still up in the air.
-No issues here. We do have our sound manager, which we pulled from the Platformer SK, but that just makes the audio interface easier to deal with from the C# side. The updated (read: fixed) tool shouldn't cause any problems.
-Didn't hear anything about this at Gamefest. I assume, since we let XNA handle all the window stuff that this shouldn't be a problem.
-We currently have a resource manager to handle device create/reset, though it's only mostly functional in 1.0. Depending on whether or not the new virtual device is an opt-in sort of thing and whether or not it's faster, more efficient, or easier to work with than our existing system we might end up ripping out our resource manager. That process should consist of nothing more than removing a bunch of code that would no longer be necessary, assuming it works how they're implying it should.
-This change will result in some code being pulled out of the engine that was dealing with XBox-specific render target issues (particularly dealing with the terrain's clip map, post-processing effects, and multiple scene views/split-screen).
I hope that answers any questions anyone has about 2.0 compatibility. We expect to be fully compatible out-of-box with 2.0, but there may be some things that we do to work more closely with the listed features when 2.0 is released or shortly thereafter.
08/22/2007 (9:17 pm)
@James: We haven't requested an early build of XNA 2.0 yet, but let's run through the new feature list anyway.In the same order:
-The networking component of XNA will in no way conflict with Torque X. Whether or not we'll add ghosting or simple network synchronized interfaces is still up in the air.
-No issues here. We do have our sound manager, which we pulled from the Platformer SK, but that just makes the audio interface easier to deal with from the C# side. The updated (read: fixed) tool shouldn't cause any problems.
-Didn't hear anything about this at Gamefest. I assume, since we let XNA handle all the window stuff that this shouldn't be a problem.
-We currently have a resource manager to handle device create/reset, though it's only mostly functional in 1.0. Depending on whether or not the new virtual device is an opt-in sort of thing and whether or not it's faster, more efficient, or easier to work with than our existing system we might end up ripping out our resource manager. That process should consist of nothing more than removing a bunch of code that would no longer be necessary, assuming it works how they're implying it should.
-This change will result in some code being pulled out of the engine that was dealing with XBox-specific render target issues (particularly dealing with the terrain's clip map, post-processing effects, and multiple scene views/split-screen).
I hope that answers any questions anyone has about 2.0 compatibility. We expect to be fully compatible out-of-box with 2.0, but there may be some things that we do to work more closely with the listed features when 2.0 is released or shortly thereafter.
#52
08/28/2007 (3:38 am)
Will the 3D version of Torque X be a seperate product and how much will it cost?
#53
08/28/2007 (12:33 pm)
Nope, it will most likely come as an addition to TXB.
#54
08/28/2007 (3:57 pm)
So that means I don't need to worry about buying TXB now and paying for 3D again later.
#55
Everything else said about it other than wha a GG employee says is speculation and should be taken with a grain of salt (including what I've just said =P)
08/28/2007 (6:12 pm)
@Sebastian - It hasn't been announced yet if there will be an 'upgrade fee' or not. Since the 2D and 3D portions are built into the same engine, and are not seperate, I would imagin it would at most be a small upgrade fee to move to the 3D version, but as I said, this hasn't been announced yet.Everything else said about it other than wha a GG employee says is speculation and should be taken with a grain of salt (including what I've just said =P)
#56
GG Employees have said that the even though the 3D editor is a separate tool it will be released as a new version TorqueX and most likely will be free.
08/28/2007 (8:20 pm)
@JonathonGG Employees have said that the even though the 3D editor is a separate tool it will be released as a new version TorqueX and most likely will be free.
#57
08/29/2007 (1:10 pm)
The 3D editor and the 3D version of TorqueX are not the same thing. 3D editor = terrain/world bulding, not coding which is what I'm referring to. Maybe I forgot a posting or something, but I don't recall a GG employee saying pricing structure outside of 'aligned with current product offerings.' Got a link?
#58
08/29/2007 (11:16 pm)
The 3D tools will probably cost money, once they're ready. The 3D upgrade to the engine will be free, as far as I know. We might have some free tools that ship with the initial 3D update to tide users over until the full suite of 3D tools are available.
#59
08/30/2007 (2:20 pm)
OK. I figured the 3D tools themselves would have a price tag, much like TXB, but couldn't remember if you guys officially said 'the engine update' pricing or not. Sounds pretty reasonable to me! Any thoughts yet to the 'pro' price of TorqueX 2.0? Will it increase in price with the additon of 3D?
#60
08/30/2007 (11:24 pm)
The Pro price of 2.0 or 1.5 or whatever we're gonna call it will probably not be raised from the current 1.0 price. Again, that's all just speculation and the marketing/sales department could turn around and change everything. Suffice to say that whatever the pricing model ends up being, it will be fair just like the rest of our tech.
Employee Thomas Buscaglia