It's been a little bit since I've highlighted a game engine... so sounds like a good time to highlight a game engine! How about we look at an engine that's MIT licensed? How about one that's 2D and an other that's 3D?
Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time we’ve had 800 people star and 300 people fork the open source repository
Now today, nearly three months following our open source launch, we present the first new release under this license: Torque 3D 2.0.
What’s New for 2.0
Torque 3D 2.0 has focused on three areas of development: the new Project Manager, Linux Dedicated Server, and improvement and bug fixing.
The commercial version of Torque 3D 1.2 included an application called the Toolbox. It was used to create custom projects based on the included T3D templates, among other things. Unfortunately, it was made with components that could not be open sourced, so the Toolbox had to be dropped.
In its place is the new Project Manager. The Project Manager has been built using the open source version of Qt to allow it to work across platforms, and currently fills the role of creating projects based on T3D’s templates.
You don’t need to use the Project Manager to create your own projects (the manual steps of creating a project from a template are included in T3D 2.0’s readme), but it sure can be a time saver. The Project Manager will continue to be updated and new features added over time.
Where to Find Torque 3D 2.0As always you may find Torque 3D over on GitHub. Here is a list of all repositories:
- Main repository: Torque3D
- Documentation: Torque3D-Documentation
- Project Manager: Torque3D-ProjectManager
With the release of Torque 3D 2.0 all changes in the development branch have been moved into the master branch. The development branch will now be used for changes related to the next release of Torque 3D. My T3D Open Source Launch blog has a section on Working with Torque 3D that describes how to get the source code, either through cloning the repository or using GitHub’s ZIP functionality.
In addition to GitHub we also have our own ZIP package that combines the Torque3D repository with the updated TorqueScript documentation, the Project Manager, and compiled versions of each of the templates. This package is ideal for those that do not wish to compile Torque 3D on their own, and is available here:
The day you’ve all been waiting for has arrived. The MIT licensed version of Torque 2D is now available on GitHub. For those that just want to jump in and fork or download the engine, the link to the repository on GutHub is listed below. While it's cloning, keep reading to find out what makes Torque 2D a great choice for your game development?
Main repository with source code and twenty toys
If you just want to grab a precompiled version of the repository, you can download it here: Torque2D-2.0.zip. Note that this is not hooked up to the GitHub repository. This is just an export.
History of Open Source Torque 2D
Previously, Eric and I both posted blogs announcing our upcoming release of Torque 2D under the MIT license. If you haven’t already read through those, please head over to them now before continuing:
Torque 2D MIT Coming Soon
The Future of Torque 2D is Open Source!
Open Call: Join the Torque 2D Steering Committee
We are expecting that moving Torque 2D to a MIT license will greatly expand both the engine’s reach and our community. That means more developers to talk with, a larger audience for your tools and art packs, and more games, simulations and other products being created and released.
What is Torque 2D?
In simple terms, Torque 2D is an extremely powerful, flexible, and fast engine dedicated to 2D game development. The following is a breakdown of the core facts about the engine:
Currently supported platforms:
* OS X
Support for new platforms is surely on the way. In fact, YOU get to help us decide what we should work on, be it Linux, Android, editors, or just simple bug fixing.
* Core: C++
* Windows: C++ and Windows API
* OS X: C++, Objective-C, and Cocoa API
* iOS: C++, Objective-C, and Cocoa touch API
* Box2D physics
* Simple and flexible sprite system
* Composite system capable of rendering thousands of images and animations with little performance impact
* Integrated asset system that manages all your asset loading and unloading in an optimized manner
* Flexible module system that makes rapid prototyping a snap and code reusability a simple matter
* TexturePacker Support
* TAML serialization format (like XAML and XML)
* Batched rendering
* Multiple collision shapes
* Built-in unit testing framework, cross platform
* Solid behavior system for packaging reusable game logic that can be applied to multiple sprites in different projects
In addition to the core engine languages, you can script all your game play via TorqueScript. This is a C-like syntax language that is very simple to learn and utilize for your projects. Additionally, persistent files such as particles, levels, GUIs, and more are stored as "TAML" (Torque Application Markup Language). If you have ever edited XML or XAML in the past, you should feel more than comfortable with TAML.
I was able to grab both engines, compile and run them with no problems at all. It was very smooth and easy...
I liked the Torque3D Project Manager feature. Made getting the starting structure for my own game really quick.
The Torque2D project was also fun to play with.
The Torque2D Toys were fun to play with...
...there's nothing like a little deathball...
These two engines are ready, open and looking for you...