I suggest you read through their website, as the github is fairly basic
compared to their actual website.
https://www.garagegames.com/products/torque-3d

On 01/09/2013 04:11 PM, Jonne Nauha wrote:
> This Torque seems nice, I guess. The repo is very weirdly structured
> for me, very hard to find the actual code. Seems they don't use a lot
> of dependencies, which is good i guess. Seems to implement their own
> window managers etc. for each platform, seems crazy to me but gets you
> the most control :)
>
> Yeah it looks nice and all, but why exactly should we start porting
> features from it to Tundra? It seems to have a very different use, as
> in having a flexible gui editor to create projects in "click here and
> here to make a game" kind of way. Is this networked at all or a "make
> single player games" framework? I dont even know exactly what it is,
> just by reading the readme from github it still leaves me puzzled. Can
> you be more specific what would you like to see in Tundra from this?
> Can you point to code/sceenshots to get some kind of idea? I doubt
> there is any "porting" to be done, its a completely different beast
> without all of our dependencies/libraries/frameworks. Features/ideas
> can be copied (if they apply to the Tundra "idelogy") but they will
> probably need to be rewritten from scratch.
>
> I think we can however agree rex project should focus on documentation
> and examples (both c++ and javascript). Content creation tools can
> also be on the table, but as we have talked numerous times (in the
> issue tracker) Peter it might not be in the Tundra SDK scope to have
> fancy editors and ship certain kinds of 3D assets with it. Maybe we
> need to adjust that "purity goal", I don't know. I would like to see
> the assets at least in a different repo if this happens and move
> /bin/scenes and parts of /bin/media there too.
>
> I think many of the end user problems with Tundra come from that we
> are a very programmer oriented thing. You can't do much with Tundra if
> you don't know how to code or are willing to look at some headers.
> This can partly be solved with documentation, but at the end of the
> day if you want to make things move and pop (like a game), you need to
> write some code either with javascript and/or c++ code.
>
> Tundra is a more of a developer SDK with some examples to get you
> started, not a full "click a button on a editor to make a game" kind
> of thing, I guess that is a quite nice dream to have. We could make
> this kind of editor, maybe utilizing ogitor or just build our own, but
> we would need to move our focus out from Tundra "core". I suspect that
> this Torque was not made in a couple of months but there is some
> serious money and effort behind it before made open source.
>
> Btw. We have it on our todo list to make most of these things to
> Meshmoon. Nice(r) editors, easy "primitive" building, scripting
> templates and drag and drop content libraries. We need to make usage
> and building easier for our end users, I just think it might be more
> in Meshmoons scope that Tundra cores, hard to say. I know for a fact
> that if I implement these in Meshmoon I can make it just the way we
> like. If I'm doing it it Tundra core I need to ask for acceptance,
> deal with merge politics, go with cores UI style and in many cases
> dump down or limit the implementation so that it is generic enough and
> usable everywhere. 
>
> *TL;DR +1 for documentation and modeling/scripting examples :)*
>
> Best regards,
> Jonne Nauha
> Adminotech developer
>
>
> On Wed, Jan 9, 2013 at 9:24 PM, Peter C. <[email protected]
> <mailto:[email protected]>> wrote:
>
>     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] <mailto:[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
>     <http://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
>     >>>>
>     >
>
>     --
>     http://groups.google.com/group/realxtend
>     http://www.realxtend.org
>
>
> -- 
> http://groups.google.com/group/realxtend
> http://www.realxtend.org 

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