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Torque3D Engine Goes Open-Source

New submitter DangerOnTheRanger writes "Torque3D, the game engine behind games such as Blockland and Tribes 2, has gone open-source. The engine itself — in addition to four game templates — are all included in a Git repository hosted on GitHub. Documentation is available in a separate repository. Quite the exciting time in the world of game development!"

33 of 68 comments (clear)

  1. Could have sworn... by taktoa · · Score: 2

    I think I saw this article a few days ago

    1. Re:Could have sworn... by RenHoek · · Score: 2, Insightful

      Yes, our conclusion then was: Torque3D is already irrelevant due to the success of the Unity engine.

    2. Re:Could have sworn... by GoodnaGuy · · Score: 1

      The previous article said they were going to release it to the open source community. This one announced the opening of the actual git repository. Subtle difference.

    3. Re:Could have sworn... by tlhIngan · · Score: 1

      That was the announcement that it was going open-source. This is the actual release you can download right now and play with.

      Close, though.

    4. Re:Could have sworn... by zill · · Score: 4, Insightful

      Comparing a FOSS game engine and a close-source one, isn't that comparing apples and oranges?

    5. Re:Could have sworn... by Tough+Love · · Score: 4, Informative

      our conclusion then was: Torque3D is already irrelevant due to the success of the Unity engine

      Which orifice did you pull that conclusion out of? Unity offers a free-to-use version that is very definitely not open source. There is value in that to be sure, for people who want to work with a state of the art engine, but for many devs the open source aspect just matters a whole hell of a lot more. Look at the vast majory of mobile games, the form factor rapidly dominating the game market. Those 3D engines are, to put it succinctly, pure crap. But a lot of those games are fun and successful, and better yet, production values are within the reach of small teams. I say: open source Torque is worth more to the community than the free Unity engine, without in any way belittling the value of the latter.

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    6. Re:Could have sworn... by Arashi256 · · Score: 1

      You know that Unity supports both iOS and Android, right?

    7. Re:Could have sworn... by Anonymous Coward · · Score: 1

      You know that Unity free version sucks monkeyballs right? Need a list on how awfully restricted that version is?
      You know that Unity doesn't have a AAA title yet but Torque does, right?
      You know that having a complete open source AAA engine (albeit outdated) opens up possibilities Unity can't hope to match right?
      You know that people who download Torque 3D doesn't care what you think right?
      You know that 1500$ + IOS, Flash, Android = $6000 vs 0$ is a no brainer right?
      etc... right?

      You sir, are an idiot.

    8. Re:Could have sworn... by Grayhand · · Score: 2

      I've been a fan of Unity for a lot of years. The easy to use interface and browser player were early favorites for me. I remember doing a large island you could explore in a week's worth of evenings five years ago. That was trees and plants with custom textures and some structure models. I had a version of skull mountain including a cave in the mouth and a log bridge you had to cross. In that first week I had a huge canyon through the middle and several bays. I also had a Stonehenge and lava field with smoke and a volcano. You could hear lava bubble as you crossed the field and there was even a great wall and functional gate. All in the space of one working day. The speed you could work was amazing. I loved the texture system because you could layer so I would stack textures at two different scales so I could fade between them to kill that cloth pattern look you normally get with landscapes. I could bring in content and textures and set basics like gravity without a line of code. It's gotten much friendlier but even back 5 years ago it was amazing. The rendering looked better in Torque but it was a headache. I also like the particle system better in Torque but it's a real hassle and less stable than Unity.

    9. Re:Could have sworn... by hairyfeet · · Score: 1

      Besides what will it be used for? 300 half assed Quake 3 CTF and DM ripoffs...yay.

      Its not the engine that's the problem anymore, its the artwork, level design, AI design, all of that is HARD as hell, so what we get is dozens of Q3 Arena ripoffs since no AI, all you need is some half ass character skins, and the same dozen levels everyone else has...yay.

      Personally I would love a SP FOSS game on the level of Bioshock but it looks like we won't even get Redneck Rampage, just an endless parade of Q3 clones...yay.

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    10. Re:Could have sworn... by Tough+Love · · Score: 4, Insightful

      You know that Unity supports both iOS and Android, right?

      Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.

      --
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    11. Re:Could have sworn... by Daniel+Phillips · · Score: 1

      The previous article said they were going to release it to the open source community. This one announced the opening of the actual git repository. Subtle difference.

      Unfortunately, a difference subtle enough to be lost on the submitter.

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    12. Re:Could have sworn... by hairyfeet · · Score: 1

      What games AC? Show me ONE, just one mind you, that isn't yet another MP only half assed Q3 ripoff because that is ALL we ever see from these releases. No cool single player games, no really innovative ideas, just the same maps and CTF/DM/TF2 ripoffs over and over AND OVER again.

      Again handing someone with zero talent an engine what do you get? Crap. Ripoffs, Same Old Same Old. There may be plenty of FOSS programmers but just from the looks of the output game designers? They be lacking.

      Now if you'll excuse me I'm gonna back to my Torchlight II marathon, a game that is actually fun. Like the world needs another MP only CTF/DM game..sheesh.

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  2. Posix? by leandrod · · Score: 1

    Or, when will it run on GNU/Linux?

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  3. YESH! more things to obsess over...:D by michael_rendier · · Score: 1

    Well how nice...i'm gonna need a 3D engine soon...right after i get the cluster put together...:D

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  4. V12 by AstrumPreliator · · Score: 4, Informative

    Actually Tribes 2 used the V12 engine. This later became the Torque Game Engine, then Torque Game Engine Advanced, then Torque3D if memory serves me. The V12 engine was also an improvement over the Darkstar engine used for the original Tribes. Before that I have no idea, but this engine has been getting updates for at least 15 years.

    It's not exactly the best engine in the world, but open sourcing code is never bad. So thanks GarageGames!

    1. Re:V12 by Life2Death · · Score: 1

      Its the best to me because:

      I messed with it a lot in Tribes 2. So I can only assume it has gotten better but:
      Its net code was not tied to frame rendering and was object oriented from the get-go.
      Had a built in world editor that worked while live games were running. You could prop a server up and edit the world real-time.
      Supported scripting and compiled it on the fly for faster run-times
      had the best vehicle code I've seen outside of a racing game...

      Hopefully one can learn this, perhaps consider publishing, and then license it for $100 still. That'd be great!

  5. Re:Why is this relevant? by flimflammer · · Score: 3, Insightful

    Because not everyone needs or even wants a top tier 3D engine to make a game? Torque was designed to be extremely easy to use and newbie friendly, while still powerful. id Tech 3/4 is most assuredly not.

    Also, I know people hate on commercial software but the GPL version of id Tech 3 is just that. GPL. You can't make commercial closed-source games (spare the "why would you want to do that" comments please) with it unless you buy a commercial license.

  6. Tribes 2 by n30na · · Score: 1

    The real question is if this could be simply used to make an updated version of the tribes 2 linux client.. assuming that was even built on the same engine.

    1. Re:Tribes 2 by iamnothing · · Score: 1

      Most likely not without a lot of repurposed work. V12 had a lot of proprietary Sierra code that was removed so that we could release V12/TGE. You would have to identify the missing pieces and then find an alternative solution to ensure that Tribes 2 and its mods ran well.

  7. Unlike Unity, Torque3D doesn't sound like Unity by tepples · · Score: 1

    Torque3D has one advantage: its name won't be easily confused with that of the "Fisher-Price" style desktop environment that recent Ubuntu releases have adopted.

  8. Re:Why is this relevant? by angelbar · · Score: 1

    I am not a 3d programmer, so I ask... Of course you cannot make a closed 3d engine based on Troque3D, but a game that uses that engine will be too GPL'd? Seriusly asked.

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  9. Re:Why is this relevant? by iamnothing · · Score: 4, Informative

    I think there's some confusion. The id tech engines are under the GPL, so all games/tools/etc created from it must have their source released.

    Torque 3D is under the MIT license, so no one has to release their source regardless of the type of project.

  10. Re:Why is this relevant? by Daniel+Phillips · · Score: 1

    I think there's some confusion. The id tech engines are under the GPL, so all games/tools/etc created from it must have their source released.

    Torque 3D is under the MIT license, so no one has to release their source regardless of the type of project.

    And as a bonus, the good bits could be imported into a GPL project.

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  11. Re:Again? by Anne+Thwacks · · Score: 1

    And it doesn't even burn diesel. How relevant is that?

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  12. Not the same by TiggertheMad · · Score: 1

    Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.

    Ported to isn't the same as supports. I believe that you can compile code using unity for multiple platforms. Who cares if torque gets ported to all sorts of esoteric *nix flavors? I want write games on one platform and compile for multiple platforms. That could be done, but I am not holding my breath.

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    1. Re:Not the same by Daniel+Phillips · · Score: 1

      Good point. Because the source code is available, Torque3D can be ported to both iOS and Android. And to any other platform anybody cares about. Thankyou for illustrating the power of open source.

      Ported to isn't the same as supports.

      Yes it is. You better get a refund on that dictionary you're using.

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    2. Re:Not the same by TiggertheMad · · Score: 1

      Unity can publish to: Web Player, Flash, iOS, Android, Desktop, Wii, PS3, Xbox 360. Torque3d is an engine that publishes for one platform. I could give a fuck what exotic flavor of *.nix that Torque gets ported to, it still doesn't publish to more than one platform without radical re-writes being done by the OS community which I don't see happening any time soon.

      So, 'ported to Ubuntu' is not the same as supports publishing to Web Player, Flash, iOS, Android, Desktop, Wii, PS3, Xbox 360, sorry.

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    3. Re:Not the same by Daniel+Phillips · · Score: 1

      You are truly an idiot. Please post again and confirm.

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  13. Should be intereresting by lennier1 · · Score: 1

    At least, once people like the ones that upgraded the Freespace engine to more modern standards get ahold of ths one.

  14. Re:Why is this relevant? by Xest · · Score: 1

    The problem I always found with Torque is that they'd promise features in x number of months, and they'd simply never arrive. Some engines such as Torque X they gave up on completely without the slightest hint of a refund to customers whom they'd promised all sorts of things to.

    I never really thought Torque was particularly friendly too, it seemed like a poorly designed mess and TorqueScript was horrible. In terms of ease of understanding of the engine I always found the likes of the C4 engine better, it was worlds apart from Torque in terms of ease of use, quality of design, code, and tools.

    I dunno, I just always found with GarageGames that you lost a lot of time waiting on promises that were eventually broken or trying to fix the engine to do something you'd been promised by the devs yourself such that ultimately it was better to just go with one of the competitors, or if you were targetting something like XNA, then to just start from scratch.

    GarageGame's goals were noble, but their implementation was morally bankrupt, they fucked a lot of customers over with a lot of products, all the way back to the RTS kit, through to TGA getting effectively ditched and promises broken, to u-turns on promised features for T3D after people had already paid, to TorqueX just outright getting abandoned before it became usable - again, with no refund.

    It's good to see they've done this, but if they're hoping to use it as a gateway to selling more of their still commercial products like content packs etc. I'd urge people to heed a buyer beware warning - what they say you'll get, and what you actually get may be very different things, and don't expect any kind of refund if you find you actually got screwed.

  15. Re:Why is this relevant? by iamnothing · · Score: 1

    There is little indication that they are still licensing their older engines to new clients since they have removed their technology licensing page after the announcement that id tech 5 will not be licensed outside of ZeniMax.