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Adding Dynamic TorqueScript Variables to CustomMaterials

Ever wanted to have some logic-driven control over your shaders? Maybe you wanted a glow shader that glows brighter with the characters health. Or maybe you'd like to change the color of something on the fly, in real time, with a simple script variable. With this resource, you can do all that and much, much more.

Author Dave Calabrese Date 08/07/2008 (11:17 am) Comment 2 comments

Source code for Go Beryllium - a TGB shoot-em-up

Source code for Go Beryllium - a TGB shoot-em-up. Contains all the scripts from the game/gamescripts folder.

Author Conor O Kane Date 08/07/2008 (11:17 am) Comment 4 comments

More friendly console objects

How to wrap up Torque's RTTI system for console objects into easier to use, and less error prone templates.

Author James Steele Date 08/07/2008 (11:17 am) Comment 1 comments

AFXSpellCooldowns

This resource provides the code needed for spell specific cooldowns in AFX.

Author Skylar Kelty Date 08/04/2008 (12:48 pm) Comment 6 comments

Automatic blended terrain texture property map generation

Property maps are used by the engine to be able to tell what color a foot puff or vehicle puff should be on a given material of the terrain, or what it should sound like when you step on it. This resource adds automatic property map generation with default values for each terrain texture, so you have vehicle and player foot puffs even if there are no propertyMap.cs files around.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 2 comments

Footpuff and vehicle dust fix for TGEA 1.7.1

TGEA has been without footpuffs and vehicle dust. This resource switches them back on. Before you start, please check out my [url=www.garagegames.com/community/blogs/view/15199]Automatic blended terrain texture property map generation[/url] resource, because you will need property maps set up to see the puffs.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 8 comments

The Particle Editor

A new particle editor I designed to more accurately and easily edit and view effects. v0.1

Author Morrock Date 08/04/2008 (12:48 pm) Comment 11 comments

Mission Preview Image

This is a simple resource for displaying an image of a mission when you select it from the startMissionGui.gui.

Author Bill Vee Date 08/01/2008 (10:26 am) Comment 5 comments

setForwardVector()

add setForwardVector(), the counterpart to getForwardVector().

Author Orion Elenzil Date 08/01/2008 (10:26 am) Comment 3 comments

Create a simple display in HUD to show keys or other inventory

These are instructions on how to create a simple display in the HUD of what items the player has picked up, in this example I am using colored keys for a door.

Author Jesse P Date 08/01/2008 (10:26 am) Comment 8 comments