Game Development Community

Torque X 3.0.0.0 Release Notes

by Kenneth Holst · in Torque X 3D · 05/09/2009 (12:30 am) · 0 replies

Torque X 3 Release Notes:

The TX engine is now split over 3 assemblies:
“TorqueCore”
“Torque2D”
“Torque3D”
2D games will need to reference TorqueCore and Torque2D.
3D games will need to reference TorqueCore and Torque3D.

If your game mixes 2D and 3D content, all three assemblies need to be referenced in your project.

- You can use the project upgrade wizard in C# Express 2008 or Visual Studio 2008 to upgrade your game from TX 2 to TX 3. The XNA references will all be updated automatically but you will need to manually remove the reference to the TX 2 assembly and add the references (at least 2) to TX 3.

- When deploying a Pro edition game to Xbox360, you need to create Xbox360 versions of the Torque X engine projects as well as your game project.

- After creating a copy of your project for Xbox360 you need to review the project configuration in the Configuration Manager (under the Build menu in C# Express or Visual Studio) to ensure that platform targets are correct for each project.

Torque X 3 Known Issues

Engine 2D:

- A scene that contains a particle effect with "particle life variance" >= 4 will crash on load on Xbox360.


Engine 3D:

- DTS model support is improved over TX 2 but there are some compatibility problems with certain features of the format.
- 3D games on Xbox360 may crash.

2D Builder:

- “ContentNodeGenerator.exe crash” errors may appear when saving changes to complex scenes. Usually, you just need to use Visual Studio to manually include any assets recently added to the project.

3D Builder:

- Some DTS models will cause 3D Builder to crash.

- New “drop to ground” feature will occasionally move the object to coordinates {x, y, 0}.

- No support for attaching custom components to game objects.

Tutorials and Demo Projects:

- The PlayerManager InputMap needs to be explicitly reset when reloading a level or recreating objects that bind input (e.g., PlayerManager.Instance.GetPlayer(0).InputMap = new InputMap();). Some of the tutorials and demo projects need to be updated to reflect this.

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