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More work.
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13 changed files with 153 additions and 64 deletions
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@ -5,7 +5,7 @@ root: ..
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---
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<div class="banner"><div class="container">
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<h1 id="made-with-torque">Made with Torque</h1>
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<h2 id="made-with-torque">Made with Torque</h2>
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</div></div>
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<div class="container">
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@ -146,12 +146,14 @@ root: ..
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</div>
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<div class="banner"><div class="container">
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<h1 id="features">Features</h1>
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<h2 id="features">Features</h2>
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</div></div>
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<div class="container">
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/rendering-feature.jpg" />
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<img class="pull-left feature"
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src="{{page.root}}/img/rendering-feature.jpg"
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title="By Felix Westin"/>
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<div class="media-body">
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<h4 class="media-heading">Rendering</h4>
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<p>
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@ -178,7 +180,9 @@ root: ..
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/editors-feature.jpg" />
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<img class="pull-left feature"
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src="{{page.root}}/img/editors-feature.jpg"
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title="Metal Drift by Black Jacket Studios" />
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<div class="media-body">
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<h4 class="media-heading">Editors</h4>
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<p>
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@ -209,26 +213,35 @@ root: ..
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/rendering-feature.jpg" />
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<img class="pull-left feature"
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src="{{page.root}}/img/networking-feature.jpg"
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title="Frozen Endzone by Mode 7" />
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<div class="media-body">
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<h4 class="media-heading">Networking</h4>
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<p>
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Since its inception as the engine behind the online shooter Tribes 2,
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Torque has consistently provided high performance, reliable networking
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for fast-paced online games. The engine has networking built into
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its core, including interpolation and prediction to smooth over
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high-latency environments and provide instant feedback to clients.
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its core, allowing you to quickly get up and running with networked
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games.
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</p>
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<p>
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Time-invarying data is transferred via datablocks at client join time,
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reducing the amount of data that needs to be networked during
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gameplay.
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</p>
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<p>
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Torque uses a <em>server authoritative</em> networking model that
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helps you to reduce cheating and exploitation. At the same time,
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the game state is predicted and interpolated locally so each client
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experiences a smooth view of the action.
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</div>
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/physics-feature.jpg" />
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<img class="pull-left feature"
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src="{{page.root}}/img/physics-feature.jpg"
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title="Pacific Demo by GarageGames" />
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<div class="media-body">
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<h4 class="media-heading">Physics</h4>
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<p>
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@ -240,7 +253,9 @@ root: ..
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/scripting-feature.jpg" />
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<img class="pull-left feature"
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src="{{page.root}}/img/scripting-feature.jpg"
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title="Life is Feudal" />
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<div class="media-body">
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<h4 class="media-heading">Scripts and source code</h4>
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<p>
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@ -266,7 +281,7 @@ function Fubar::onReachDestination(%self) {
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</div>
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<div class="banner"><div class="container">
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<h1 id="roadmap">Roadmap</h1>
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<h2 id="roadmap">Roadmap</h2>
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</div></div>
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<div class="container">
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@ -277,7 +292,7 @@ function Fubar::onReachDestination(%self) {
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versions here with their planned outcomes.
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</p>
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<h2>Short-term</h2>
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<h3>Short-term</h3>
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<p>
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The theme of our immediate efforts will be cleaning up the state of the repository,
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forging new links with the community, and putting in place procedures that will
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@ -285,31 +300,39 @@ function Fubar::onReachDestination(%self) {
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</p>
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<ul>
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<li>Complete and launch this website!</li>
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<li>Set up automated testing to increase confidence in pull requests.</li>
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<li>Merge (possibly into unstable branches) or reject all outstanding pull-requests.</li>
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<li>Set up automated testing to increase ease of maintenance.</li>
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<li>Merge (possibly into unstable branches) or reject all outstanding pull-requests.
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In particular:
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<ul>
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<li>A usable CMake alternative to the current Project Generator</li>
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<li>64-bit-ready changes</li>
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<li>VS2013 compatibility</li>
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</ul></li>
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</ul>
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<h2>Middle-term</h2>
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<h3>Middle-term</h3>
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<ul>
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<li>Linux and OSX support via OpenGL rendering layer.</li>
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<li>Clean up engine source code (e.g. use of non-STL container replacements, signed/unsigned mismatches).</li>
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<li>DirectX 11 and PhysX 3.3 support.
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<li>New modular script templates and content distribution.</li>
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<li>More difficult existing pull-requests, particularly improvements to the TorqueScript language.</li>
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</ul>
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<h2>Long-term</h2>
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<h3>Long-term</h3>
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<ul>
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<li>Clean up engine source code (e.g. use of non-STL container replacements, signed/unsigned mismatches).</li>
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<li>Modularise scripting engine, paving the way for other scripting languages.</li>
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<li>Replace project generator with CMake or other appropriate solution.</li>
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<li>Entity/component system replacing hardcoded gameplay classes.</li>
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<li>64-bit support.</li>
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<li>Overhaul editor suite</li>
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</ul>
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</div>
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<div class="banner"><div class="container">
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<h1 id="history">History</h1>
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<h2 id="history">History</h2>
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</div></div>
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<div class="container">
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<img class="pull-left history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
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<p>
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Torque began as the game engine behind Starsiege: Tribes, one of the venerable
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