TGE Plugin now working in IE 6.0
03/24/2006 (4:04 pm) by Neil Marshall

Source Code: tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
Debug IE/Firefox plugin running in IE: Works (Can't exit or reload)
Debug IE/Firefox plugin running in Firefox: Works (Can't reload, mouse issues)
Release IE/Firefox plugin running in IE: Not setup yet
Release IE/Firefox plugin running in Firefox: Works
Debug Firefox plugin: Works
Release Firefox plugin: Works
I'm still looking for someone to help port the Firefox only plugin to Linux and Mac.
I'm also looking for someone to help get the reload button to work.
Any takers? :)
About the author
I have worked on a number of Torque related projects. Most I can talk about, some I can\\\'t but here is a brief summary: TGE Browser Plugin - I ported the Torque Game Engine to the web browser plugin format and put the code [url=http://tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin]available for free[/url] up on TDN. [url=http://www.eightlines.com/neil/reels/4.mov]Virtual Canada 2005[/url] - I did the some art and particle scripting for this game. It was designed by a team at [url=http://www.imm-studios.com/]Immersion[/url] in Toronto for the Canadian pavilion at Expo 2005 in Japan. Horse Pack - I created the [url=http://www.eightlines.com/neil/temp/horse_die2.mov]death animation[/url] for the currently unreleased horse pack which is still in development. And I also have 2 unreleased projects that I am working on/have worked on which I can\\\'t talk about. Before working on TGE games, I have mostly worked on JavaScript games, programming them from scratch to completion. The biggest one I helped out with was a 3D Pokemon Game for Warner Bros, which was pulled from the net by Nintendo within a month... so it was only seen by a couple hundred \\\"lucky\\\" people. The site is actually [url=http://p2kmovie.warnerbros.com/worlds.html]still up[/url] but the game doesn\\\'t work. If you want to check out my portfolio, it\\\'s available here on [url=http://www.eightlines.com/neil]my web site[/url]. When I\\\'m not working on games, I\\\'m working on html/css. I have code in Mozilla/Netscape 7 (Just small parts, nothing huge). I scripted most of the [url=http://www.mozilla.org/start/1.0/]Mozilla 1.0 homepage[/url] and I\\\'ve done stuff like setup the back end for an [url=http://www.detourpublications.com/]online bookstore[/url]. view profile »
Drop me a line, I would not mind looking at the linux port. It will not be on my high pri list as TGE-L, Constructor and TSTPro are consuming clock cycles
-Ron
The executable if I remember correctly is 2-3mb. The web browser plugin is that same code, just compiled as a dll so it will be the same size. Then from there you need the art. The art will only make it bigger. The plugin code does have the ability to download levels at the start, but it doesn't stream down the models at the second that they are needed. I think I got the original plugin down to about 8mb or so and then about 15mb to download the first mission, but it was by no means optimized. A lot of my textures were 512x512 still.
What it sounds like you're looking for may be Shockwave (Owned by Adobe now).

Torque Owner Matt Grenier