Well, I haven’t written anything here all year so I suppose I should do a short update.
GarageGames & our engine
A lot has happened with the Torque Game Engine Advanced since I last posted here. Back in November when I last wrote something, we were using TGEA 1.0.3 which, whilst it had the makings of a great engine (and, visualy at least, was a huge improvement on the somewhat dated TGE 1.5.2) it still had the feel of something that wasn’t quite finished. There were a lot of bugs, the engine was not the most stable thing in the world and framerates were pretty low on anything but pretty quick machines, giving the impression that it wasn’t optimized that well.
That all changed on March 19th, 2008 when the open beta of TGEA 1.7 was announced. I know there was a huge improvement, but to this day I still don’t understand the jump from 1.0.3 to 1.7 :o)

A massive number of new features were added, such as yet another new terrain engine (we’ve already had legacy, atlas and atlas2). This one was based on the legacy terrain which allows you to edit in real-time in the engine but allowed for much bigger terrains. Sadly, ‘much bigger’ turned out to still be nowhere near the expanse we need for Epoch so we’re left with Atlas2 which, technologically speaking, is far superior but it also has its drawbacks - most notably, no in-game editor.
Polysoup collision was finally introduced as standard, meaning that we no longer need to produce collision meshes on objects - the collision is based on the object mesh itself (which removes a pretty big art headache).
As it was an open beta, the bugs starting flooding in and just 10 days later, on March 29th, 2008 Open Beta 2 was released which didn’t add any new stuff, but contained a huge amount of bug fixes from beta 1.
Just 7 days later, on April 5th, the final release of TGEA 1.7.0 was released with yet more bug fixes, a completely abstracted graphics layer (I’m no longer constrained to directx8 - yaaaaaaaay!!) and the start of an abstracted sound effects layer too (sound in TGE(A) has historically not been great).
That became the codebase which Epoch: Battlescape was to be developed on.
On June 13th, yet another massive update came our way in the shape of TGEA 1.7.1 - yet more bug fixes and yet more new features, which I’m not going to list here but are available on the GarageGames blog here - they didn’t fix my freelook bug, but I’ll forgive them… As long as the fix it soon :o)
Version Control
With a feature-packed and stable engine, and development now ‘properly’ underway it became clear to me (and to Mike) that I’m rubbish at organising my time and thoughts. A change of web host (to dreamhost) brought with it the ability to use much richer web applications and also version control in the shape of SVN.
Being a windows user, I have set up TortoiseSVN and now have the ability to make changes to the code as much as I like, safe in the knowledge that if I break something (as I regularly do) I can always roll back to a previous version. To compliment this, we are also using Trac as a web front end to the SVN repository which gives us a nice ticketing and milestone system. From day one, trac has made me 100% more productive and I now see it as an abolute must for any software project.
In other news, sadly Alex the Younger is no longer with us and is off pursuing other projects. However, the droid model is well underway - more on that soon…