Game Development Community

TGEA Deferred Rendering and PSSM, Reloaded

More deferred rendering fun with parallel split shadow maps in TGEA 1.7.1. And a shameless plug for some ageing Welsh rockers.

Author Adrian W Date 08/01/2009 (2:14 am) Comment 11 comments

The Repopulation - Started with Torque, It's gone far

The Repopulation started development back in the TGE era, and have rebased on both TSE and T3D. I figured you wanted a small update on how their doing.

Author Mikael Pettersson Date 06/17/2012 (11:07 am) Comment 3 comments

The iPhone Announcement

Hey guys, It's been a while since I posted a blog, and I'm really happy actually to be writing on this subject for the first blog back in a bit. I want to say that I'm *really* encouraged by all t...

Author Brett Seyler Date 07/24/2008 (9:31 am) Comment 40 comments

Horsepack revisited!

Hey folks, just a quick appetizer this time... the 3D-Diggers are proud to present the long-awaited Horsepack by Robert Brower. Robert has put a lot of work into that totally awesome pack and n...

Author Stefan Beffy Moises Date 04/15/2007 (2:17 pm) Comment 38 comments

Enhanced Weapons System

Just wanted to share a bit of what I have been up to since my Enhanced Projectiles resource. In my newer version called Enhanced Weapons system wich is primarily made for TGEA 1.81 and will have a lighter version ported for TGE, there are a ton of new things I know people have been wanting. Yes I read your messages and emails.

Author Ronald J Nelson Date 09/04/2009 (8:27 am) Comment 6 comments

Revamping Player… well, everything

It’s been a while since I promised a resource of my code for my custom Player animation system. Sorry I haven’t got around to doing that yet. I also started working on spring-based Player movement, so you could avoid the unnatural-looking bounding box collision with the ground. Also no resource – again, sorry. But both of those things have merged in my codebase into something much bigger and far more beautiful.

Author Daniel Buckmaster Date 04/07/2009 (2:10 pm) Comment 10 comments

Ecstasy Motion Dev Blog #6

DEV BLOG #6 - Another New Gui, Partial-Body Ragdoll, Sequence Actions and Scene Events! So, it's been a couple of months since my last Ecstasy Motion dev blog...

Author Chris Calef Date 02/08/2010 (7:18 pm) Comment 25 comments

BLOG REMOVED

I have not been as active lately and eventually I hope to explain what is taking up so much time. Either way, I have found time to experiment a bit more with an alternate method of Global Illumination using T3D. So, have a look and let me know what you think.

Author Ron Kapaun Date 07/12/2013 (12:48 pm) Comment 24 comments

DSQTweaker 1.5 - New Trial version and T3D support

This is an important update that introduces some powerful new features, we hope you can get some use out of this tool and most of all that it saves you time.

Author BrokeAss Games Date 04/23/2010 (4:04 pm) Comment 11 comments

Teenagers...people wouldn't even know

Through these holidays (extending in Australia :D) I wanted to make an iPhone game. Came up with an idea, and started developing. Just wanted to share with you guys some of my concept idea for the game...and some other stuff aswell

Author Maximillian Brewer Date 01/11/2010 (8:30 pm) Comment 51 comments