They open sourced the whole of Torque3D:
https://github.com/GarageGames/Torque3D

It only runs on Windows for now, but they are pushing for Mac and Linux
support. They are also planning on open sourcing Torque2D. I think that
for inter-op it would be best to start by porting functionality Torque
has that Tundra does not to Tundra, and then figuring out ways to
convert content/scripts from Torque to Tundra. I was looking at Torque,
and the source code it self is really heavily interconnected; it would
take a complete overhaul to move it to a modern entity-component system.
I personally would rather just implement the missing functionality in
Tundra and make it easy to port from Torque to Tundra.

On 01/09/2013 01:42 PM, Toni Alatalo wrote:
> On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
>> In regards to the game dev aspect: I'm sorry if that came off the wrong
>> way, it was just the google doc read a little more like "this is an
>> academic project, the focus is on professional use and not games, end of
>> story". Sorry if I misinterpreted that. Also, in regards to Ogitor, I
> Right, well it's me who has to be sorry for writing it too unclearly
> there I'm afraid.
>
> Actually the strategy we hope to drive now in the research cooperation
> with the university here etc. is that out of the academic work we would
> get concrete improvements to the tech which would really help e.g. game
> creation.
>
>> was thinking more build some sort of plug-in that would allow for using
>> Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
> Right, that's what I was also wondering early on -- especially because
> also Ogitor uses Qt like Tundra does, might be possible to somehow hook
> Ogitor to be a Tundra plugin or something even (but not totally
> straightfoward, because Ogitor uses the Ogre API directly, whereas to
> integrate in Tundra nicely it'd need to be ported to the Tundra API
> which wraps Ogre).
>
>> I have to do some more research in to it, however the main two things
>> that come to mind are possibly implementing the ability to easily
>> transition from Torque to Tundra. The main problem I see with Torque is
>> it is based on the old multiple inheritance methods, and is a pain to
>> work with when you start needing custom functionality. There are
> Right - the entity-component model in Tundra has certainly proven to be
> a nice strong point, has served great for extensibility in practice, is
> easy to understand I think etc.
>
>> easy inter-op. Ideally it would be a collaboration between the RealXtend
>> association and GarageGames to create the best of both worlds, but I
>> doubt that would happen. If nothing else, my main concern would be the
>> need to implement similar DCC as torque's editor in to RealXtend, along
> Interesting - it might be a far call, but it is also good to brainstorm
> with an open mind sometimes.
>
> BTW didn't they open source something recently, was it torque3d runtime
> or what?
>
>> I think that the primary things that RealXtend could benefit from would
>> be better documentation of how to develop for it beyond basic scripting
> Agreed. As you noted, Meshmoon docs helped already, but certainly much
> is still urgently needed.
>
> I think we need tech dev too but certainly creating those docs must be
> somehow organized finally.
>
>> out to places like Ogre, and having an Ogre wiki page and link to
>> realxtend in the Ogre wiki for 3rd party projects using Ogre, would
> *nod* -- I think the time is certainly ripe to submit Tundra as a
> candidate featured project for the Ogre site. Feel free to do it, anyone
> basically, but I think I must if no one else beats me to it (should not
> be hard..)
>
> Thanks again for the good points and welcome reminders (I wasn't
> recalling Ogitor and Torque too clearly at all, have been quite occupied
> with many other things recently too).
>
> ~Toni
>
>> On 01/09/2013 01:05 PM, Toni Alatalo wrote:
>>> On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
>>>> Just a few suggestions / things to note.
>>> Thanks - quick comments:
>>>> 1. Even if the primary intent is not games, it would be wise to
>>>> develop with the same performance mindset of a game engine. Long term
>>>> viability as a platform requires keeping up with tech.
>>> We certainly keep that up -- both Ludocraft and Playsign are games
>>> companies, the requirements from us (e.g. Ludo's old creation tool doc,
>>> the mobile tundra plan etc) are largely from games dev perspective).
>>>
>>> Sometimes it is more difficult for us to get a good understanding of the
>>> *other* requirements, other apps besides games :)
>>>
>>> If you are referring to the remark in the google doc, it tries to say
>>> that reX is essentially about *networked multiplayer games* (or other
>>> multiuser apps) out of the box, is inherently networked, whereas e.g.
>>> Unity3D was originally for single player games (though has many mature
>>> ways to do networking nowadays with 3rd party addons and has basics
>>> builtin too).
>>>
>>>> 2. It might be wise to try porting ogitor to run inside realXtend. If
>>>> nothing else make an exporter from ogitor to tundra. It may also be
>>>> wise to look at how torque has their dcc set up. 
>>> Yes we looked at Ogitor back in the early days when considering options,
>>> I was repeatedly showing it to the guys in sprint meetings etc .. and
>>> read some of their code when considering editing things in Naali/Tundra
>>> etc.
>>>
>>> Both Tundra and Ogitor support the old simple Ogre dotscene format so
>>> they might be interoperable already, i.e. you might be able to import
>>> Ogitor authored scenes to Tundra. When I tried dotscene things in Ogitor
>>> 0.3 some 2-3(?) years ago, though, got only some crash then, dunno about
>>> the status of dotscene vs. their own format there -- certainly worth a
>>> new look, it always has seemed like a good project.
>>>> 3. It may be a good idea to look at porting torques functionality to
>>>> tundra. I was recently doing research on torque, and they have a
>>>> massive community, but their architecture is really bad. Don't count
>>>> out game developers as a possible audience. If you were to outreach to
>>>> game developers, and they were to get involved in improving the game
>>>> engine side of things, it would benefit the academic side too. Games
>>>> tend to be one of the biggest driving forces of technology. 
>>> Yes, I actually tested it for some reason last year a little and thought
>>> there were nice things, certainly also worth more study.
>>>
>>> Scripting / Logic authoring has been my pet peeve for long, and still
>>> kind of sold with the Scratch design for very simple things at least
>>> (for kids and non-programmers), and both Google Blockly and Waterbear
>>> would seem to allow it nicely for Tundra-JS.
>>>
>>> Do you have some things in specific in mind about Torque, does it cover
>>> everything a bit like Unity, dealing with assets etc? I'm recalling the
>>> game maker things with events and states and something for logic etc,
>>> hopefully have time for a study soon enough (or someone else has).
>>>
>>> ~Toni
>>>> Cheers, 
>>>> Peter 
>>>>
>>>> [email protected] wrote:
>>>>         Hi,
>>>>          
>>>>         we had a semiofficial(*) realXtend association board meeting
>>>>         yesterday, mostly to discuss and organize further planning on
>>>>         development roadmap for the new year.
>>>>          
>>>>         My full notes are on-line, main point summarized here: We
>>>>         decided to plan work on two fronts, creation tools and
>>>>         pipelines coming as a new primary focus. The other area is the
>>>>         tech platform & engines topic which was already worked on a
>>>>         lot last already (the realXtend roadmap doc from last spring
>>>>         discusses the three areas there, i.e. current Tundra, browser
>>>>         based clients and the Mobile Tundra unified light client
>>>>         idea).
>>>>          
>>>>         For the creation tools and pipeline we agreed to gather
>>>>         wishes, requirements and development proposals and meet again
>>>>         on Thursday next week (17th)  to put together a plan.
>>>>         Ludocraft made one report on this already ages ago, they’ll
>>>>         check if parts of it are still valid. Francois will talk with
>>>>         Matteo and Francois from Spinningwire and ENER labs.
>>>>         Adminotech has some concrete needs, I think largely coming
>>>>         from VW use in education. I think Evocons at least can tell
>>>>         what they need in their work with the building industry.
>>>>          
>>>>         You, anyone, can also use this chance to inform the planning:
>>>>         what would you need to be able to create applications, worlds
>>>>         or whatever with realXtend better, or is that even a
>>>>         bottleneck for you now? Even vague ideas are welcome but the
>>>>         more concrete a plan the better of course.
>>>>          
>>>>         Some things discussed in the meeting: more example assets for
>>>>         e.g. use of different materials / options of the SuperShader,
>>>>         creating a new shader library. Better scene/ec editor with
>>>>         grouping etc. A question: is tighter Blender integration, for
>>>>         example with live material preview with a Tundra window as
>>>>         demonstrated by blender2ogre, a good way to author or is
>>>>         something else better?
>>>>          
>>>>         The full notes with some additional points are in
>>>>         
>>>> https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit
>>>>  (not too structured, sorry).
>>>>          
>>>>         I think we can use this mailing list / google group to gather
>>>>         ideas and discuss, but am also interested in more structured
>>>>         ways. For example getsatisfaction.com has seemed nice for
>>>>         working on feature requests, I think I saw Kitely using that
>>>>         long ago and tested creating a realXtend account there too,
>>>>         but I don't have any real experience on using that or any
>>>>         other similar service. Github issues serve well for actual
>>>>         todo items and feature wishes too but I don’t think it suits
>>>>         this kind of requirements elicitation. Am open for
>>>>         suggestions, either here or privately.
>>>>          
>>>>         Finally, I’d like to explain a bit the rationale for the focus
>>>>         on creation tools as how the common interest focused there
>>>>         surprised me. I have earlier thought that there is a big
>>>>         divide between a)professional creators and b) supporting easy
>>>>         end user content creation. Basic realXtend offering, e.g. the
>>>>         Tundra SDK and the little WebGL and Flash clients, target
>>>>         professional creators -- people who are comfortable with
>>>>         normal 3d modeling and programming etc. More Second Life or
>>>>         Facebook style end user creation are implemented in custom
>>>>         applications, for example the TOY content tools which are a
>>>>         now a part of the Meshmoon offering, Cyberslide where you can
>>>>         just create a scene from your Powerpoint slides, or
>>>>         Ludocraft’s sandbox. But yesterday the common understanding
>>>>         was that there are many things that we could do to help both
>>>>         professional creators and services with user created content.
>>>>         Ease of creation is of utmost importance in professional use
>>>>         as well as it of course affects both the quality and
>>>>         especially the cost duration of projects. Also we figured that
>>>>         work on creation tools is relevant in any case, no matter
>>>>         whether we end up using Ogre, some other native engine, or
>>>>         WebGL more in the future.
>>>>          
>>>>         so here’s a starting point for the year!
>>>>         ~Toni
>>>>          
>>>>         (*) not everyone in the board could participate yesterday, so
>>>>         we postponed some administrative bureaucracy for a later
>>>>         meeting and focused on the dev planning work
>>>>
>

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