V12 is now Torque
10:02 AM | IMG Staff | Comment on this story
After the legal troubles with using the name V12 for GarageGames' graphics engine became apparent, much discussion regarding what they could call it ensued. After some initial feedback about their first choice "Spank Dog" (actually the name of a micro-brewery close to GG's base) and the other suggestions, a final decision has been made. V12 is now known as the Torque Game Engine. Here's what Jeff Tunnell had to say:
After taking your comments into account about Spank Dog and our other suggestions, we have finally decided on a name. This one has been checked out by our attorneys and appears to be clean. If you don't like it now, just live with it a few days, and it will grow on you. Thank you for all the community participation in this process.Jeff is also arranging a logo to go with the new engine name, and there may be a new GarageGames logo as well, as none of the team like the current one!
In related news, Tim Gift of Garage Games has recently updated his plan file with yet more information concerning the ongoing development of the Torque engine, a cross-platform engine derived from the same engine that powers Tribes 2. It seems that Gift has been working on the AI (artificial intelligence) scripts:
Spent a little time sorting out some AI code with Pat Wilson recently. He took a first pass at trimming it all down, then I went in and organized the base AIConnection class. The connection class has now been reduced to it's basic core, which is to allow script code to masquerade as a client connection. Using an AIConnection object, a script can connect to the game as a client and generate input moves. This AI connection is treated like any other client connection when it enters the game, and can be used to control whatever object is assigned to the client (player, vehicle, etc.). Though somewhat useful on it's own, the class is meant to be used as a starting point for more specific AI objects, such as the AIPlayer object that Pat is working on now. The AIPlayer object will add more player object control, such as basic targeting and navigation. Once Pat's done I think we'll have a nice set of tools for scripting AI, should be fun :)Also worth noting is Rick Overman's integration of Open AL code into the V12. Apparently, he's finished with at least the basics of the integration, as noted by his single line: "Integrated new OpenAL code. :)"
V12 name change @ GG's
For those interested in further information on the Torque's progress, there's also a listing of the CVS log file that notes random things such as the adding of an inventory system, various bug fixes, and various support additions.
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