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376 lines
18 KiB
HTML
376 lines
18 KiB
HTML
---
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layout: page
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title: Engine | Torque 3D
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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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</div></div>
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<div class="container">
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<p>
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Here are some of the premier projects using Torque 3D right now. This isn't
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an exhaustive list, just a showcase of some of our favourite projects. If
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you'd like your project to feature on this page, let us know!
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</p>
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<div class="row">
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.frozenendzone.com/">
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<img class="made-with-torque" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.frozenendzone.com/">Frozen Endzone</a></h4>
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<p>
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Frozen Endzone is the premier tactical future sports game!
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It combines the strategic depth of Frozen Synapse with completely
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original creative gameplay and a thrilling futuristic aesthetic.
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You must design a play to get the ball into your opponent's endzone,
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using the stadium's procedurally-generated terrain to your advantage.
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</p>
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</div>
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</div>
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.yorkshirerifles.com/">
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<img class="made-with-torque" src="{{page.root}}/img/airship-dragoon-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.yorkshirerifles.com/">Airship Dragoon</a></h4>
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<p>
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Conquer the super-continent of Pangea with an invasion of Airships!
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Battle Dastardly Pirate Insurgents! Keep the locals happy or else
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they will be revolting! Turn-based Steampunk squad tactical combat
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and global strategy with emergent gameplay. No two games the same.
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</p>
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</div>
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</div>
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</div>
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<div class="row">
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.afterworld.ru/">
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<img class="made-with-torque" src="{{page.root}}/img/afterworld-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.afterworld.ru/">AfterWorld MMO</a></h4>
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<p>
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AfterWorld is a "free market economy" persistent-world massively
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multiplayer online game set in a science fiction setting of post-
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apocalyptic Siberia. Enjoy a complex skills-based role-playing
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system, an advanced crafting system, and more than 100 square
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kilometers of vast Siberian landscapes.
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</p>
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</div>
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</div>
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.beamng.com/BeamNG.drive">
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<img class="made-with-torque" src="{{page.root}}/img/drive-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.beamng.com/BeamNG.drive">BeamNG.drive</a></h4>
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<p>
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An open-world driving simulator, and so much more.
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</p>
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</div>
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</div>
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</div>
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<div class="row">
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<div class="media col-sm-6">
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<a class="pull-left" href="http://lifeisfeudal.com/">
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<img class="made-with-torque" src="{{page.root}}/img/life-is-feudal-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://lifeisfeudal.com">Life is Feudal</a></h4>
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<p>
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Life Is Feudal challenges you to go back in time and discover
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living medieval life. You must not only survive, but find a way
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to prosper. How will you fend for yourself? Where will you live?
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How will you defend against other players and predators from the
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wild? Will you establish or join a peaceful community?
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</p>
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</div>
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</div>
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.deadlymatter.com/">
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<img class="made-with-torque" src="{{page.root}}/img/deadly-matter-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.deadlymatter.com/">Something Else</a></h4>
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<p>
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Something Else is not a shooter. That doesn't mean you won't have
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to handle a weapon, but it may be a bit different from what you
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have experienced in other games.
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</p>
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</div>
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</div>
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</div>
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<div class="row">
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<div class="media col-sm-6">
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<a class="pull-left" href="http://www.deadlymatter.com/">
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<img class="made-with-torque" src="{{page.root}}/img/deadly-matter-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://www.deadlymatter.com/">Deadly Matter</a></h4>
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<p>
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Deadly Matter is not a shooter. That doesn't mean you won't have
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to handle a weapon, but it may be a bit different from what you
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have experienced in other games. The story behind the game is
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based on science and history. Be prepared for the unknown and
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face immense forces that threaten our existence.
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</p>
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</div>
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</div>
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<div class="media col-sm-6">
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<a class="pull-left" href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">
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<img class="made-with-torque" src="{{page.root}}/img/blood-and-mana-icon.jpg" />
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</a>
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<div class="media-body">
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<h4 class="media-heading"><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=223336592">Blood & Mana</a></h4>
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<p>
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Blood & Mana is a fast-paced multiplayer medieval arena combat
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game, mixing elements of the RPG and FPS genres. Equip your
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character for each battle with no restrictions, no levels, and no
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classes. Choose from a vast collection of armor, weapons, spells,
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skills, and items.
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</p>
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</div>
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</div>
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</div>
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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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</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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<div class="media-body">
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<h4 class="media-heading">Rendering</h4>
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<p>
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Torque 3D includes both a high-performance forward-rendering basic
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lighting engine, and a deferred-rendering advanced lighting mode so
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you can tailor your game to meet the needs of different customers.
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The modern rendering system includes per-pixel lighting, normal and
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parallax mapping, and materials generated by a high-level editor, or
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written from scratch in GLSL/HLSL. The engine comes with shaders
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for water, sky and sun, and many common material types.
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</p>
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<p>
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The engine also has a powerful PostFX system allowing you to create
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custom post-processing effects. It ships with buit-in effects including:
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</p>
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<ul>
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<li>HDR/light adaptation</li>
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<li>Depth of field</li>
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<li>Lens flare and sun rays</li>
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<li>Screen-space ambient occlusion and FXAA</li>
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<li>Refraction, reflection and glow</li>
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</ul>
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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/rendering-feature.jpg" />
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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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Torque 3D comes with everything you need to construct environments
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and levels from your assets. Shapes are imported in Collada DAE format
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and placed in the in-game editor. Switch to playing through your level
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with one press of a button.
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</p>
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<ul>
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<li>Powerful terrain editor that allows you to import terrains
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or sculpt them by hand.</li>
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<li>The shape editor provides tools for previewing and touching
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up your shapes after import.</li>
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<li>The road and river editor modes make it simple to place paths
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that become solid roads, flowing rivers or decal tracks across
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the terrain.</li>
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<li>A fully-featured material editor means you don't have to touch
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a line of shader code to create great-looking visuals.</li>
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<li>The GUI editor lets you place HUD and menu elements in an
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easy-to-use WYSIWYG environment.</li>
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<li>Torque 3D will automatically reload assets that are changed
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outside the editing environment, enabling speedy development
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iteration.</li>
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<li>Editor modes are implemented as plugins, so you can add your
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own custom modes.</li>
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</ul>
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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/rendering-feature.jpg" />
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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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</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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</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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<div class="media-body">
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<h4 class="media-heading">Physics</h4>
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<p>
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Torque 3D provides a plugin system for physics. There is a simple
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implementation built in which can be easily swapped out for PhysX or
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Bullet libraries.
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</p>
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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/rendering-feature.jpg" />
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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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When you get Torque, you get everything. The entire source code is
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yours to modify under the permissive MIT license. The codebase is mature
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and extensible with a plugin system, allowing you to easily add features
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of your own, or from other libraries, to each project.
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</p>
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<p>
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If you're not the recompiling type, Torque provides a scripting engine
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using a custom C-like language called TorqueScript. You can create
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whole games without touching a line of C++.
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</p>
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</div>
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</div>
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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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</div></div>
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<div class="container">
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<p>
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Please note that the roadmap is currently being debated by the Steering Committee.
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This version represents our rough ideas and intentions and may change when we
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settle on an actual plan! When that happens we will document future engine
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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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<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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make the Committee more effective in the future.
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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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</ul>
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<h2>Middle-term</h2>
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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>New modular script templates and content distribution.</li>
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</ul>
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<h2>Long-term</h2>
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<ul>
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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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</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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</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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online shooters of the late 90s. When Dynamix folded after releasing Tribes 2,
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members of the company decided to continue by reconfiguring the game engine
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as a standalone product called the Torque Game Engine. The game engine was
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written in C++ (with a couple of files of assembly to do the heavy lifting of
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terrain texture blending), used TorqueScript for gameplay scripting, and ran
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on the Big Three - Windows, Linux and Mac.
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</p>
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<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
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<p>
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GarageGames sold TGE for around $100USD throughout the product's lifetime,
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increasing this to $150 with the release of TGE 1.5. Its selling point against
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other engines was its strong networking (that had powered 128-player games
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of Tribes 2), its terrain rendering, and the fact that a license bought you
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the entire engine source code. During this time, GarageGames spun off numerous
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other products - TorqueX focused on delivering the same strengths to the XNA
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platform, and Torque Game Builder refactored the engine to render 2D graphics
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instead of 3D, though using the same platform core and scripting engine.
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</p>
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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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Eventually, as game technology moved on, TGE was superseded by TGEA, the Torque
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Game Engine Advanced. This kept a lot of TGE's strengths (and weaknesses) but
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added more modern graphics capabilities and enhancements to the terrain system.
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TGEA was available for roughly twice the price of TGE, with the same open-source
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(not <i>free</i> and open source) license. Eventually, TGEA was replaced by
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Torque 3D, which brought the engines all the way to the modern era with a
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deferred rendering engine, Collada asset loading, and revamped editors. At
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this point, unfortunately, the burden on GarageGames of maintaining OSX and
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Linux versions began to show. Linux support was dropped entirely and OSX support
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began to lag behind (the last version of T3D that officially supported OSX
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was 1.01).
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</p>
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<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
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<p>
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Shortly after the release of Torque 3D, business machinations forced GarageGames
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to increase the engine's price to $1000, and introduce a script-only version
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that sold without access to the engine source code, only the TorqueScript
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starter projects and editors. The company began to run into difficulty and
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found it increasingly difficult to sell licenses at a profit. When their parent
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company folded, GarageGames was left looking for a buyer to keep them alive.
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</p>
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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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They found one, who stepped in and encouraged GarageGames to re-release Torque 3D
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under the original source-included license for just $100. Unfortunately even
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after several updates, Torque 3D (and its new sibling, Torque 2D) were not
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able to sustain GarageGames. Faced with the inability to continue being solely
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engine developers, they released both Torque 3D and Torque 3D as free open-source
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software for the community to maintain, and moved their focus to consulting
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in video game software.
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</p>
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<img class="pull-right history" src="{{page.root}}/img/frozen-endzone-icon.jpg" />
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<p>
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Torque 3D's first two years as an open-source project have been rocky at times
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and exuberant at others. GarageGames set up the first Steering Committee, a
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body of members nominated from the existing developer community to become
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custodians of the official repository, determining the future direction the
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engine should take and guiding community contributions in this direction.
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Under their leadership, Torque made great advances such as integration with
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the Oculus Rift virtual reality display and Razer Hydra and Leap Motion input
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devices. Unfortunately the first Committee, after several membership changes,
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found itself unable to perform for a variety of reasons, and a second committee
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was enlisted from old and new community members.
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</p>
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</div>
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