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Creators Club Special Edition


This special edition of Torque X for Creators Club members brings you all the goodness that is Torque X to use for free for your XNA games. Feel like adding your own custom engine feature or integrating a physics system? Head on over to our full version of Torque X to get complete access to the source code and join the ranks of the awesome Torque X developers on our forums. Now go make some games!

Torque X is designed from the ground up to harness the power of XNA. Written entirely in C#, the result is an extremely powerful and flexible 2D & 3D game engine. You can code in C#, then run your game in Windows or on your own retail XBox 360 using XNA Game Studio 3.1 and XNA Creator's Club. Torque X is loaded with systems that make debugging, journaling game events and testing features much easier than with XNA Game Studio 3.1 alone.

Torque X also features a robust set of editors that allow for quick and easy development of compelling game worlds.

Deploy to Xbox 360
Torque X is built on XNA for deployment on PC and the Xbox 360. Reach millions of Xbox 360 owners by creating your game with Torque X and posting it on the XNA Community Games Channel for anyone to play.

World Editor
Torque X's World Editor provides an entire suite of WYSIWYG 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:

  • Object placement and manipulation
  • Property inspection and editing
  • Asset importation and management
  • Component assignment
  • Sound and video
  • Performance profiling
  • No compile time
  • Flexible LOD system (3D only)
  • Light instancing, placement, and manipulation(3D only)
  • Vast terrains (3D only)
  • Particle Effects (2D only)
  • Tile manipulation (2D only)
Graphics
Torque X features both a 2D and a 3D rendering system. The 2D rendering features all the common 2D rendering techniques and is perfectly suited to achieving a custom, original-looking style.

The 3D renderer features modern techniques found in today's top games including:
  • Per-pixel dynamic lighting
  • Normal & parallax occlusion mapping
  • Various models of shading
  • Volumetric fog and light
  • Powerful particle systems: fire, smoke, explosions
  • Extensible set of shaders (HLSL)
  • Post processing
  • Refraction
  • Blurring
Terrain (3D Only)
Import height fields generated in Torque 3D or L3DT. Fogging, lightmaps and detail textures are all included as part of the engine.

Asset Pipeline Torque X provides support for all major 3rd party art tools including 3DS Max, Maya, Houdini, Blender, XSI, Lightwave and Photoshop. Import your models using the XNA importer (.x, .fbx) or convert your COLLADA files to DTS. You can create material definitions, assign components and specify object types all from within the World Editor.

Components
Torque X is built with a component architecture and exposes the assignment of stock and custom components to objects easily within the editor. This allows for rapid game development and gives the power to the coder to expose game play elements so the designer can tweak them within the editor.

Scripting
Create your game in C#, the mother language of .NET and industry standard. C# was designed to provide flexibility of C and C++ with built-in pointer manipulation so you can avoid common bugs and memory leaks.

Physics
In the 2D engine physics are modeled after real-world Newtonian physics. Apply inertia, linear velocity, angular velocity, friction, restitution, relaxation, damping or a number of other physical attributes to your object and watch it handle interactive collision with great scaling.

The 3D engine features an abstracted C# phyics API for use with other major 3rd party physics libraries. Out of the box it supports rigid body physics, a basic vehicle implementation and some particle system physics.

GUI
Torque X provides for fully customizable GUI modules including:

  • Widgets, containers and dialogs
  • Transparency, animation
  • Easy-to-use GUI files
  • Support for Unicode development
Sound
Torque X supports a wide range of audio features:

  • 3D sound support for panning, volume, Doppler and cones
  • Built-in Theora video codec playback (2D only)
Source Code
Available with the full purchase of Torque X.

Documentation
Licensees join the 150,000+ Torque developer community and have access to an enormous set of valuable community resources. There are dozens of tutorials and a wealth of learning materials available on the site. Users receive free patch updates throughout the year and free upgrades to minor version releases. Each new release is designed for a seamless project transition.

Paid support is also available via email on a per incident basis. On-site support and training is also available for a fee.


See Torque X games in action! For more games like this, check out our console games page.


Minor Battle

One screen covers most games, but a team of University of Southern California students decided that wasn't enough. They wanted to push the connection between physical space and the virtual game space. Born out of a classroom assignment, Minor Battle is a platformer played across four screens in a square, forcing gamers to move from screen to screen in order to keep up with enemies. Andre Clark talks about creating games as a student in the Minor Battle developer interview.


Box Macabre

Box Macabre offers an amazing platformer experience by combining elements of both 2D and 3D gameplay. Your soul has been trapped in a box and you must use your wits to find salvation. On the way you will learn the secrets of the underworld and play a part in the never-ending battle against evil. Discover new abilities to solve puzzles and explore an imaginative fantasy world in this quirky game by Perfect Dork Studios.


For a full list of games made with Torque X, click here.


Overview

Each Torque engine ships with its own documentation. We have set up locations, both online and offline, you can go to for updated tutorials and reference docs. The online pages tend to have the most community tutorials and updated docs, so you should check in whenever you can.

Official Documentation

Torque provides an official set of documentation for every engine. These docs are in HTML format. You can browse through each page, or search for terms you are interested. You should definitely start your Torque X education by reading the OFFICIAL DOCUMENTATION.

Torque X Documentation Landing Page

Each engine has its own community page which will be updated with new documentation, links, and news. To find the main landing page, CLICK HERE.

From there, you can pick the engine you wish to learn about. If you want to jump straight to Torque X's landing page, CLICK HERE.



Windows-Based Computer

Minimum Requirements
1.0 GHz processor
512 MB RAM (1 GB recommended for Vista)
Windows XP or Vista with latest service packs
Microsoft XNA Game Studio 3.1
Microsoft Visual Studio 2008/Visual C# Express 2008
Video card supporting DirectX 9.0c and Shader Model 1.4

Recommended Requirements
2.0 GHz processor or better
1 GB RAM
nVidia or ATI accelerated 3D video card

XNA Creator's Club Membership

XNA Creator's Club membership is required to run your Torque X games on an Xbox 360, but not required to use Torque X on a PC.

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About GarageGames Employment Licensing RSS Feeds Logo Guidelines Contact Us END USER LICENSE AGREEMENT

This End User License Agreement ("EULA") is a binding agreement between you ("You" or "Your") and GarageGames LLC. ("GarageGames") and governs the use of the GarageGames software that You have selected to download (the "Software," as more fully defined below). By downloading, installing, or using the Software, You accept the terms of this EULA on behalf of Yourself and Your organization (if any). Inquiries about this EULA and other licenses offered by GarageGames should be directed to licensing@garagegames.com.

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