Torque 3D Development - Apparatus and Warrior Camp
by Brett Seyler · 12/22/2008 (11:09 am) · 21 comments

Start off slow or sprint out of the gates? This being the first post of many to come, I wasn't sure if I should save some of this content for later. Because I'm generally a John Cusack fan, and a huge fan of High Fidelity, I'm going to follow his lead here.
We're gonna kick it off with a killer, to grab attention. His name is Apparatus.
If you've spent any time on this site recently, you probably know Apparatus' work very well. He's created a number of valuable and really impressive resources for TGE and TGEA, and now he's full-time on Torque 3D.
I asked Apparatus to share a little more info about himself with the community and he was kind enough to oblige.
Apparatus' Bio
"After working in broadcasting (production for news and TV programs) I moved my attention to games and how they are created. Around 2004 I first encountered Torque Game Engine and I've fiddled with Torque ever since."

Apparatus' Torque 3D Work
"Burg is a Victorian, steampunk / industrial deathmatch demo, complete with oddly named (and weird looking) weapons, such as the Sniper Rifle Imperceptus and the BMFG Maximus, a steampowered cannon."
Apparatus asked me nicely not to show his Burg work until later, but how about some in development screens on Warrior Camp? Remember, this started as the TGE Stronghold mission. Now look...





This is just a tiny peek still of what's in store, but hopefully this will satisfy those curiousities...until the next blog. It's not going to be easy, but I'm going to have to "take it up a notch" with the next one. This is post #2.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
Torque 3D Owner Frank Geppert