Torque3D 1.2 | 1.3 Gb
Torque 3D is the best full source, low cost solution out there. It is also our flagship engine built on the core strengths of our Front Line Award-winning Torque Game Engine Advanced. Torque 3D has been re-architected for maximum flexibility and performance across a wide-range of hardware
GarageGames is currently located in Las Vegas, Nevada. As the makers of the Torque game development technology, we have provided professional level cross-platform technology and tools since 2000. The Torque Game Engine was the original technology behind the Tribes series of games and has been used since to develop countless games - including Marble Blast Ultra, a best-selling hit on Xbox Live Arcade.
GarageGames was founded by 4 industry veterans in 2000 with the goal of disrupting the games industry with quality development tools and upsetting the dominant retail/publisher distribution model. One of the first companies to make primary use of digital distribution for our games and those we publish.
About release Torque3D 1.2
This release represents a monumental effort from several disciplines here at GarageGames. From the art and coding teams to the documentation and web teams we’re not only releasing a solid improvement to the best full source professional grade game engine but also a beginning-to-end tutorial on how to make a FPS game that we believe represents a new standard for tutorials for game makers. Whether you’re a seasoned Torque veteran or someone trying to figure out how to start making games, Torque 3D 1.2 has something for you.
What's new in Torque3D 1.2
1st Person Models
One of the major additions we made to Torque 3D 1.2 was allowing developers to create a separation between their 1st person characters and their 3rd person characters. Now you can have highly detailed and custom 1st person views while at the same time maintaining 3rd person models. This makes it easy to create games like Fallout 3 without having to compromise the artistic quality for any one view. It also works really well with multiplayer games like the one the FPS Tutorial helps you build.
Enhanced Weapon State Machine
Torque 3D 1.2 also provides more attributes and triggers for the mounted weapon state machine, all available with or without the 1st person models. Some of the enhancements include:
- Control over the player’s 3rd person animations sequences on a per weapon and per weapon state basis. This allows for different grips and stances for each weapon. Two handed rifle? Ready to throw a mine? Akimbo-style pistols while crouching? Yes, yes, and oh yes! - Weapon sway while the player is moving. A subtle effect so weapons don’t feel locked to the camera. - Optional ammunition clip support and manual reloading. - Optional weapon lockout while the player is sprinting. Oh, didn’t we mention that we have a new sprinting pose in 1.2?
Player Hit Notification
In the FPS spirit we now have damage indicators showing you exactly where damage is coming from. Get that sniper!
AI Turrets
These can be either placed throughout a level or carried by characters and deployed as a weapon. Built in C++ and controlled through a customizable, script-based state machine, they scan for targets, rotate, and fire using the weapons that are attached to the turret. Show your friends you care by putting them on your turret’s friends list so they won’t be targeted. Or not.
Proximity Mines
These are carried by the character, thrown, and then stick to surfaces to become little traps for anyone that comes too close. Optimized in C++ yet available in script you can set just how sensitive these things are. Nothing better than running around spreading mines all over the place and then watching your handy work in action.
Teleporters
Teleporters serve as a great example of how to make use of triggers to send people all over the place. In the words of Eric, “they are just freaking cool".
Improvements and Fixes
Focusing on creating a FPS with Torque 3D 1.2 allowed us to find specific bugs and usability issues with Torque 3D that would have been difficult to locate any other way. On top of that you, the community, have provided us with a plethora of feedback on ways to make Torque 3D 1.2 better. I’m happy to say that on top of the cool features listed above we have been able to address a ton of things with Torque 3D 1.2.
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