- Overview
- World Editing Toolset
- Advanced Rendering
- Web Publishing
- Source Code
- Effortless Art Pipeline
- Community/Docs
- Licensing

Welcome to Torque 3D, the most easy-to-use game creation platform available. Architected from the ground up for maximum flexibility and performance across a wide range of hardware and built upon the Frontline award-winning Torque Game Engine Advanced, Torque 3D comes equipped with a full suite of tools and APIs to get your game to the finish line, no matter what your goals. Add publishing paths to PC, Mac, Xbox 360, Wii, iPhone, and the web, and you have the power to distribute games almost everywhere they are played.
Check out a brief summary of what Torque 3D has to offer:
World Editor - Torque 3D's World Editor provides an entire suite of WYSIWG tools for designing and editing a game or simulated environment. The World Editor is fully integrated with the Torque runtime and provides full access to all Torque subsystems, allowing for terrain editing, shader definition and application, river and road creation, and more.
Advanced Rendering - Torque's flexible, powerful rendering is as well suited to photo-realistic simulation as to achieving a custom, original-looking style. All modern features are supported by the Torque 3D renderer, including per-pixel dynamic lighting, normal and parallax occlusion mapping, and much more. Lighting can support hundreds of lights and global real-time dynamic shadowing on every object in your scene.
Web Publishing - Deploy any Torque 3D project from the World Editor to a web browser in seconds with our web publishing option. Torque 3D supports all major browsers and operating systems, including IE7, FF3, OS X and Chrome.

Source Code Access - With your license to Torque 3D, you can rest easy knowing that your chosen engine is fully customizeable to suit any need. Integrate 3rd party middleware such as physics and sound systems. Source code access means you are only as limited as your development team.
Fluid Art Pipeline - Torque 3D supports the loading of COLLADA files, which are currently supported by every major art tool, including 3ds Max, Maya, XSI, Blender, and more. Torque's Live Asset Update feature automatically updates any assets in a project while they are edited and saved in a 3rd party application, even while you play the game. This creates a lightning-fast, no hassle work flow for artists.
Community - Join our network of 150,000+ developers to see what you can do with Torque. You can find jobs, look for talent, and share code all within our robust developer community.
World Editing Toolset

Torque 3D includes a full suite of WYSIWG tools designed for rapid iteration. Torque 3D editors can be used to manipulate objects and terrain in-game so that you can quickly test gameplay elements and tweak your game for maximum fun factor. Torque's world editing toolset includes:
Terrain Editor - Sculpt terrains interactively or import height fields generated in other applications. Texturing and painting enable the construction of photorealistic environments. The terrain editor is integrated with the runtime so you can toggle between your game and the full suite of editors in less than a second.
River & Road Editors - Create rivers and roads with a few mouse clicks. Define a path, adjust its height, and add nodes as needed to make your river or road fit within your game world. River and Mesh Road Editors work against any static object type.
Particle Editor - Edit and create particle effects to simulate a variety of environmental and game play effects. Adjust and tweak your particles without stomping your scripts. Nothing compares to a real-time particle editing experience.
Material Editor - Create materials for your game without touching a line of code. See a list of materials used on any model and edit using all of the included material properties of Torque 3D - all in real time, all within your game. Materials are categorized for ease of organization and can be previewed within the editor.
Shape Editor - Preview and play back animations from a scene or library. The Shape Editor allows you to merge animations, define nodes, rename meshes, and more. Apply various changes to a mesh after it is loaded and watch it run in-game.
Decal Editor - Paint and edit decals in the scene to create realistic effects on top of objects already in game. You can preview and tweak properties on the fly so your decals get just the right look. You can even stack decals for a layered effect on your objects.
Torque Toolbox - Manage the various levels in your project as well as the packaging and deployment of your game from the Torque Toolbox. Designed with source control in mind, the Torque Toolbox provides a nice hub for your game development projects. You can select which of Torque's runtime integrated editors you'd like to jump into, access non-Torque tools like Maya or Photoshop, or view Torque 3D documentation and tutorials.

Torque's rendering model has been redesigned for next generation hardware and consoles. The power to create cutting-edge, photoreal simulations is in your grasp, plus you'll have the flexibility required to achieve a very custom, original-looking style. All modern features are supported by the Torque renderer:
- Per-pixel dynamic lighting
- Normal & parallax occlusion mapping
- Various models of shading
- Reflection handling
- Volumetric fog and light
- Scattersky system for sun, stars and skies
- Powerful fire, smoke, and explosions particle systems
- Extensible set of shaders (GLSL / HLSL)
- CustomMaterials system with support for parameter's hierarchy
- Post processing:*
- Screen Space Ambient Occlusion
- Depth of Field
- Light Rays
- Lens Flare/Corona Effects
- Refraction
- Glow
- Blurring
- Color Correction
Lighting Systems
Torque 3D supports two separate lighting models. Both are accessible from the World Editor and each can be leveraged to best suit your target hardware requirements and achieve the look and feel your game needs.
Basic Lighting - Our classic forward rendered lighting model screams on low-end hardware and can easily achieve AAA commercial production standards. Basic lighting provides a static lighting option with glow post effects and projected shadows. Light-weight dynamic lighting can be used effectively for tightly-scoped scenes.
Advanced Lighting* - Our deferred lighting model is the pinnacle of contemporary real-time rendering. Using Wolfgang Engel's "Light Pre-pass" rendering, Torque's Advanced Lighting can support hundreds of lights and global real-time dynamic shadowing on every object in your scene. You can combine this solution with pre-baked light maps (see pureLIGHT) or tune Torque's shadow maps for just the right look in your game.

pureLIGHT support - pureLIGHT is an add-on tool for Torque 3D which high quality, static global illumination. Tonemapping and Vertex Color Lighting allows you to bake lighting into vertex colors as well as support mixing with our Advanced Lighting system. Lightmaps are generated in realtime so you can pause lightmap generation, make adjustments, and either keep going or reset. With pureLIGHT though, you know exactly the lighting you'll get before committing resources to bake for hours. Check out how pureLIGHT looks in-game:
PhysX Integration
Torque is built with an abstracted C++ Physics API with the ability to be integrated with major 3rd party physics libraries. For Windows users, Torque 3D comes with an out-of-box PhysX integration.* This includes much of what you come to expect from PhysX, including:
- Cloth dynamics
- Soft/rigid body dynamics
- Dynamically destructible objects
- Computational intelligence algorithms for AI usage
- Vehicles
- Ragdoll
- Dynamic fluid
- Particle system physics
- Destroyable joints
- Various vehicles
- Fluid buoyancy
Mass Market Solutions
Developers targeting mass market hardware can depend on Torque. Engineered to provide the same world class performance on mass market hardware that previous versions of Torque were known for, Torque 3D exceeds these lofty benchmarks. All systems - lighting, rendering, physics and PostFX - have been implemented with an eye towards preserving or improving performance on mass market hardware. Test cases have been run on low-end hardware like netbook PCs and Mac Minis. Alternate built-in subsystems, like Basic Lighting, allow developers to achieve mass market compatibility and jaw-dropping effects simultaneously in their game.

*Limited or N/A on OSX
Web Publishing
Deploy any Torque 3D project from the World Editor to a web browser in seconds with our web publishing option. Torque 3D supports all major browsers and operating systems, including IE7, FF3, OS X and Chrome. Games perform at 100% native speed with no performance cost, completely in your browser.*

Networking
Torque's industry leading networking code is unmatched for latency sensitive, scalable multi-player interaction. Using minimal bandwidth per player, Torque supports fast-paced, latency sensitive multi-player racing games with vehicle collision and FPS games with fast projectiles and collisions up to 256 players per server. For latency insensitive simulations like MMORPGs, virtual worlds, etc., Torque can support 1000+ players per server.

* Incompatible with OSX Snow Leopard
Source Code
Having access to your engine's source code is essential. With your license to Torque 3D, you can rest easy knowing that your chosen engine is fully customizeable to suit any need. Torque 3D's runtime code is implemented using C++, while tools are written in C++ and TorqueScript, our proprietary game scripting language. All accompanying code is easily readable, fully indexed, and complete with hyperlinked documentation as well as dozens of samples for both programmers and artists.
Scripting
TorqueScript is a fast, easy to use C++ like scripting language that ties all the various elements of a project together. Most game functions can be programmed in TorqueScript. Engine additions such as physics or intense AI coded in C++ are called from script. Torquescript features:
- Object-oriented programming
- Transparent interconnection with external C++ objects
- Built-in fast 3D math (vectors, matrices, and quaternions with all corresponding functions)
- Well-documented standard library (thousands of functions out-of-the box)
Consoles and Other Platforms
Torque products are built on a common architecture, but optimized per platform. Torque 3D's powerful design tools come with options to deploy your project to PC, Mac, and the Web. These same design tools can also be used for simultaneous development on the iPhone, Wii, and Xbox 360 using our platform extensions. From mobile to next-gen, Torque supports a wider range of platforms than any other modern game engine technology.
3rd Party Middleware
Torque is built with an abstracted C++ Physics API with the ability to be integrated with major 3rd party physics libraries, including PhysX, Bullet, and ODE. Using these libraries, Torque supports:
- Rigid body
- Vehicles
- Ragdoll
- Destructible objects
- Dynamic fluid
- Particle system physics
- Destroyable joints
- Various vehicles
- Fluid buoyancy
Torque also has a C++ Sound API with sample integrations for world class 3rd party sound libraries like FMOD. By default, Torque uses the OpenAL sound library and supports a wide range of features. These include 2D Sound, 3D Sound, Streaming Sound, SFX/Music driver, and more.
Torque also supports a series of genre kits with programming and art assets meant to get you prototyping your game quickly. All Genre Kits combine expert coding with world-class low-poly in-game art assets for a quick start to any new project. Add-on Genre Kits in development for Torque 3D include the FPS Genre Kit with more to come.
Effortless Art Pipeline
Torque 3D supports native loading of COLLADA files. COLLADA is an interchange format for 3D content that's currently supported by every major art tool, including 3ds Max, Maya, XSI, Blender, and more. This means that you can get your content into Torque easily using the COLLADA export option from your favorite art tool. High poly (10K+) COLLADA meshes are split into sub-meshes automatically by Torque so they will display properly in your scene.

Torque's Live Asset Update feature automatically updates any assets in a project while they are edited and saved in a 3rd party application, even while you play the game. This creates a lightning-fast, no hassle work flow for artists. Update your content in a 3rd party app, save, and watch it update in Torque 3D real-time. See what we mean by watching the video below:
Community and Documentation
Torque licensees join the 150,000+ user developer community and have access to an enormous set of valuable community resources. Talk directly to like-minded developers and troubleshoot issues quickly. Add another member to your team by using our Jobs forum. Building a team to create games has never been easier.
In addition to community, there are dozens of tutorials and a wealth of learning materials available on the site. Torque 3D Documentation delivers:
- World Editor documentation
- GUI Editor documentation
- Walkthrough for core engine modules: GFX, SFX, and PhysX
- TorqueScript walkthrough with overview, syntax, ConsoleFunction list, and samples
- COLLADA exporting guides for the major modeling applications
- DTS exporting guides for the major modeling applications
- PhysX asset creation guides
- Beginner's Guide for new users
- Hundreds more pages of examples and code snippets for every engine feature
Licensing
Check out the different flavors of Torque 3D to see which is best for you:
| Professional | Studio | |
|---|---|---|
| Advanced Physics | ||
| Collada Content Pipeline | ||
| Material Editor | ||
| Unified Terrain System | ||
| Datablock Editor | ||
| Decal Editor | ||
| Allows for Non-game Projects | ||
| Advanced Lighting | ||
| Web Publishing | ||
| Source Code Included | ||
| Genre Kit Compatible | ||
| Road/Path Creation Tools | ||
| River Creation Tools | ||
| Allows Revenue Over $250k Annually | ||
| Allows for Externally Funded Projects | ||
| License Transferable Between Individuals | ||
| Waivable Torque Splash Screen | ||
| Pricing | $1,000 per Developer | licensing@torquepowered.com |
| Availability | Order Online | licensing@torquepowered.com |
For more specific information on Torque's End User License Agreement, please read the Torque 3D 1.x EULA.











512 MB RAM (1GB recommended for Vista)
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