Torque Game Engine Advanced 1.0

Torque Game Engine 1.5

General Features

Object-Oriented Design

Save/Load System

Xbox 360™ Portable. (Requires separate license.)

Source Code Included

Extensive Debugging and Memory Management

70,000 Member Strong Developer Community

Resource Manager and a File/Stream IO

Unicode International Strings Support

  • $295 for Indie license
  • $1495 for Commercial license

Object-Oriented Design

Save/Load System

Multi-Platform

Source Code Included

Extensive Debugging and Memory Management

70,000 Member Strong Developer Community

Resource Manager and a File/Stream IO

Unicode International Strings Support

  • $150 for Indie license
  • $749 for Commercial license
Scripting

TorqueScript with C++ like syntax

Local and Remote Debugging

Bytecode-compiled

TorqueScript with C++ like syntax

Local and Remote Debugging

Bytecode-compiled

Built-In Editors

GeoTerrain with multi-pass texturing and lighting, layered volumetric fog, portal-based interiors -- with detail brushes and animated lightmaps -- connect directly with the environment-mapped terrain.  Can be created using an alpha-channel height map, then edited within the engine to customize levels.

 

WYSIWYG Mission Builder configures objects, sets triggers, and mission logic .  Builds fully scriptable interfaces, writes custom controls, edits, and tests without exiting the GUI Builder. Includes mesh exporters for Maya, 3D Studio Max, LightWave, Blender, MilkShape and more.

 

Atlas Terrain Generation allows for unlimited, dynamically paging terrains designed for efficient rendering with modern hardware.

GeoTerrain with multi-pass texturing and lighting, layered volumetric fog, portal-based interiors -- with detail brushes and animated lightmaps -- connect directly with the environment-mapped terrain.  Can be created using an alpha-channel height map, then edited within the engine to customize levels.

 

WYSIWYG Mission Builder configures objects, sets triggers, and mission logic .  Builds fully scriptable interfaces, writes custom controls, edits, and tests without exiting the GUI Builder. Includes mesh exporters for Maya, 3D Studio Max, LightWave, Blender, MilkShape and more.

Physics

Networkable Physics:  Lightweight systems allows for hundreds of players with collision detection, rigid body, and vehicle physics.

 

Torque GFX, an API independent graphics layer currently supporting DirectX 9, but designed with forthcoming OpenGL support in mind.

Networkable Physics:  Lightweight systems allows for hundreds of players with collision detection, rigid body, and vehicle physics.

Lighting

Torque Lighting System: multiple shadowing algorithms, self-shadowing objects, bloom, specularity, high dynamic range, and more. 

 

In-game lighting editors and tools support significantly increased game atmosphere and design efficiency. Light objects can be configured as static or dynamic, omni or spotlights, and are capable of illuminating multiple interiors, shapes and terrain.

Torque Lighting System: multiple shadowing algorithms, self-shadowing objects, specularity, and more. 

 

In-game lighting editors and tools support significantly increased game atmosphere and design efficiency. Light objects can be configured as static or dynamic, omni or spotlights, and are capable of illuminating multiple interiors, shapes and terrain.

Shadows

Torque Lighting System supports projected planar shadowing, shadow volume, and projected object shadows (clipped against the environment).

Torque Lighting System supports projected planar shadowing, shadow volume, and projected object shadows (clipped against the environment).

Texturing

Basic, Multi-texturing, Mipmapping

Multi-pass texturing with detail and decal support.

 

Custom Materials: A powerful custom shader interface allows easy integration of custom shaders and effects. Users can drop in shaders from demos or tools such as FX Composer and RenderMonkey. Also included are exclusive fallback hooks that allow full control over how a custom material looks on all hardware platforms.

Basic, Multi-texturing, Mipmapping

Multi-pass texturing with detail and decal support

Scene Management

Portals, Occlusion Culling, LOD

Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor

 

Spatial Database

Quark and WorldCraft converter and lighting

Support for Cartography Shop and almost all .map-compatible brush editors

 

Gaming Objects:  Customizable FPS, and third person game objects such as characters, vehicles, weapons, projectiles, and simple AI.

 

Modern Scenegraph and Batched Rendering for creating complex scenes with huge numbers of polygons.

Portals, Occlusion Culling, LOD

Portal based interiors with seamless integration with the terrain engine. Buildings can be instanced, placed, manipulated and scaled with the world editor

 

Spatial Database

Quark and WorldCraft converter and lighting

Support for Cartography Shop and almost all .map-compatible brush editors

 

Gaming Objects:  Customizable FPS, and third person game objects such as characters, vehicles, weapons, projectiles, and simple AI.

Animation

Puppeteer Mesh Animation System:  Allows the use of animated multi-bone skeletons for dynamic, flexible character actions with a high level of detail.  Fully supports motion capture data for ultra-realistic animations.

Puppeteer Mesh Animation System:  Allows the use of animated multi-bone skeletons for dynamic, flexible character actions with a high level of detail.  Fully supports motion capture data for ultra-realistic animations.

Meshes

Mesh Loading, Skinning, Progressive, Tessellation

Continuous level of detail based on a progressive mesh algorithm

 

Damage and collision detail level.

 

Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects

Mesh Loading, Skinning, Progressive, Tessellation

Continuous level of detail based on a progressive mesh algorithm

 

Damage and collision detail level.

 

Supports Milkshape, 3DStudio Max, and Blender plug-ins, including an exporter and helper objects

Special Effects

Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog

 

Integrated particle system with scripting engine.

Supports texture and scale animation as well as particle generators which can emit multiple particle types at once

 

Layered volumetric fog

 

Water Renderers: Easy to use Waterblocks with limitless size ocean bodies, normal map reflections, refractions, and perturbed surfaces.

Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog

 

Integrated particle system with scripting engine.

Supports texture and scale animation as well as particle generators which can emit multiple particle types at once

 

Layered volumetric fog

 

A water engine that supports dynamic waves and multi-pass wave crest and shoreline textures

Terrain

Rendering, CLOD

Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping

Dynamically generated blend tiles and Altitude based fog banks

 

Doorway: Seamless integration of interior and exterior rendering.

Rendering, CLOD

Continuous, seemless, LOD mesh generation and Aggregated tile mip-mapping

Dynamically generated blend tiles and Altitude based fog banks

 

Seamless integration with the interior engine

Networking

Client-Server

Award winning client/server architecture, which uses UDP and TCP

Bit level stream, message, and string packing

Uses the optimal Notified Delivery Protocol

Packet stream and Object ghost manager with partial object updates

 

Used in commercial games such as Vivendi's Tribes 2, by NASA for Mars Rover simulations, and more.

Client-Server

Award winning client/server architecture, which uses UDP and TCP

Bit level stream, message, and string packing

Uses the optimal Notified Delivery Protocol

Packet stream and Object ghost manager with partial object updates

Sound/Video

2D Sound, 3D Sound, Streaming Sound

SFX/Music driver using OpenAL

3D sound support; panning, volume, doppler, cones

Multi-channel prioritized SFX manager

Built-in Theora video codec playback

2D Sound, 3D Sound, Streaming Sound

SFX/Music driver using OpenAL

3D sound support; panning, volume, doppler, cones

Multi-channel prioritized SFX manager

Built-in Theora video codec playback

Artificial Intelligence

Finite State Machines, Scripted

Highly customizable through TorqueScript

Finite State Machines, Scripted

Highly customizable through TorqueScript

Rendering

Procedural Generation of Shaders that support bumpmapping and normalmapping, detail maps, specularity, cubemapping, glow, refraction, reflection, texture UV animation, and fog.

 

New rendering layer has been rewritten to target greater power and efficiency on modern GPU's.  Includes new texture management, render target support, vertex/index buffer management, font management, render state management, and render batch management.

Render-to-Texture, Fonts, GUI

True spherical distance fogging (for terrain, buildings)

Spherical distance clipping (for terrain, buildings)

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